• Creative Work That Doesn't Deserve A Thread
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[QUOTE=TH89;40809528]snesque[/QUOTE] sounds like a place of worship
Was searching for complimentary colors.. [IMG]http://puu.sh/32MAt.png[/IMG] wat
damnit deviantart
Arg I'm at the point where I could really use an art director or actual client to make some decisions and push things along [IMG]https://dl.dropboxusercontent.com/u/83454840/Images/A%20Tuin%20Final%203.jpg[/IMG]
I just [B]can't[/B] get good at drawing, fuck. I better give up.
[QUOTE=Maloof?;40810723]Arg I'm at the point where I could really use an art director or actual client to make some decisions and push things along [IMG]https://dl.dropboxusercontent.com/u/83454840/Images/A%20Tuin%20Final%203.jpg[/IMG][/QUOTE] [IMG]http://i.imgur.com/nmFvSi5.png[/IMG] I like these the most Maloof, they read the best and their forms are nice. Keep in mind, the 2nd (top to bottom) from '3' has a rather out of perspective cockpit, I think if you'd move it slightly to the right it would look more attached to the rest of the vehicle. The same kind of applies to the 3rd one. The other 2 are fine as they are. So eh, go refine those and put em in a set. :downs:
Wow, thanks heaps man! Just wondering, are you considering them based on the loose brief I set out a couple of pages back? I'm doing a redesign of Terry Pratchett's 'Discworld' in a more sci-fi genre. Given that this current design is a remake of the turtle that carries the discworld on its back, my current criteria I'm using to judge the value of each design are whether or not it deals with the following attributes: large size slow forward motion protection aquatic turtle motifs mechanical, space-ship-like An iconic/unique/memorable shape
[QUOTE=Maloof?;40810723]Arg I'm at the point where I could really use an art director or actual client to make some decisions and push things along [IMG]https://dl.dropboxusercontent.com/u/83454840/Images/A%20Tuin%20Final%203.jpg[/IMG][/QUOTE] The problem is, that some of your shapes are not clearly defined. I mean, I know these are silhouettes, but while some of them are quite easy to understand, other just remind me of some pictures from psychological tests or somehting. May be that's just me, but I can't clearly imagine the objects that they have to represent. It might be a good idea to add some volume to the complicated asymmetrical shapes.
[QUOTE=Maloof?;40810860]Wow, thanks heaps man! Just wondering, are you considering them based on the loose brief I set out a couple of pages back? I'm doing a redesign of Terry Pratchett's 'Discworld' in a more sci-fi genre. Given that this current design is a remake of the turtle that carries the discworld on its back, my current criteria I'm using to judge the value of each design are whether or not it deals with the following attributes: large size slow forward motion protection aquatic turtle motifs mechanical, space-ship-like An iconic/unique/memorable shape[/QUOTE] I would be interested to see the third from last and the last one developed thinking of that, I like the less spikey pointy work on those ones, since I feel a "turtle" ship should look more defensive not aggressive and attack based (which spikeys are more suited to). Although I do like the 3rd and the one below it, I'm not sure they would suit as well
Thanks for the feedback man! I'm sort of looking to use solely silhouette at this point, then once I've nailed a good looking silhouette I'll go in and add values and whatnot - it's an experiment for uni haha If you have the time, would you be able to expand on which ones are easy to understand/not easy to understand?
[QUOTE=Rhenae;40810919]I would be interested to see the third from last and the last one developed thinking of that, I like the less spikey pointy work on those ones, since I feel a "turtle" ship should look more defensive not aggressive and attack based (which spikeys are more suited to). Although I do like the 3rd and the one below it, I'm not sure they would suit as well[/QUOTE] have you never heard of warturtles?
[QUOTE=Rhenae;40810919]I would be interested to see the third from last and the last one developed thinking of that, I like the less spikey pointy work on those ones, since I feel a "turtle" ship should look more defensive not aggressive and attack based (which spikeys are more suited to). Although I do like the 3rd and the one below it, I'm not sure they would suit as well[/QUOTE] Thanks for the feedback as well! Sorry I don't understand which ones you're referring to though; would it be easier if we called the top row 'a', the next one down 'b' etc?
[QUOTE=Giraffen93;40810783]I just [B]can't[/B] get good at drawing, fuck. I better give up.[/QUOTE] [t]http://f2.braxupload.se/cohki7.jpg[/t] [t]http://f2.braxupload.se/m48bv5.jpg[/t] so you guys honestly think that my sketches are good?
[QUOTE=Maloof?;40810860]Wow, thanks heaps man! Just wondering, are you considering them based on the loose brief I set out a couple of pages back? I'm doing a redesign of Terry Pratchett's 'Discworld' in a more sci-fi genre. Given that this current design is a remake of the turtle that carries the discworld on its back, my current criteria I'm using to judge the value of each design are whether or not it deals with the following attributes: large size slow forward motion protection aquatic turtle motifs mechanical, space-ship-like An iconic/unique/memorable shape[/QUOTE] OK, here we go. Taking it's a space ship carrying a 'world' on it must obviously be able to look well in large scale, and in my opinion I think this one would work best in that, simply because the others (Of the ones that I liked most) Are too complex when you go into detailed rendering, which could make them read terrible. [IMG]http://i.imgur.com/myWNWJr.png[/IMG] I chose this one regarding the points you made. This one works simply best in large scale, the other ones will be too chaotic when you go in extreme detail/rendering. The design of this ship is very similar to designs of container ships, so the audience will refer back to that, which makes it easy to see it's a space ship or some sort of giant ship vehicle, again the reference to a container ship shows massive scale already. I feel the bulky front of this silhouette does well with protection point. This also makes it look like a slow moving vehicle, Whereas the other ships look very aerial designed and thus, it is naturally assumed they have high mobility.. I guess you could say this one is aquatic as well, as it looks like a container ship, obviously. It has the general concept of a turtle, a defensive-like ship, it has the idea, that does not mean it should have the visuals of a turtle either, you're doing design here, not straight copying, and I think this one has the idea of a turtle portrayed best without actually looking like a turtle. The last 2 points are pretty much self explanatory. I did some quick red overlay lines on it to portray how it would look in large scale.. Also, it might be a pretty good idea to go for organic form like thrusters as those represent that aquatic turtle design. I hope that kind of helps!
[QUOTE=pansarkurt;40467371]More acrylic experimentation. [t]http://th00.deviantart.net/fs70/PRE/i/2013/119/1/9/the_ward_of_the_green_mist_by_lieutenantawesome-d63hoq8.png[/t] [t]http://th00.deviantart.net/fs70/PRE/i/2013/119/8/3/this_is_tikayo_country_by_lieutenantawesome-d63hp8b.png[/t][/QUOTE] those are great
[QUOTE=The-Chairman;40811034]-Brilliant post-[/QUOTE] Wow thanks so much for the help man! I just studied the implications of open/closed forms the other day and I didn't even consider that the rather open form on the two silhouettes that you set aside would create a sense of movement and agility! Forgive me though, but I don't understand why a complex overall form is a negative thing when scaling something up and detailing it. Is it a perception thing?
[QUOTE=Maloof?;40811300]Wow thanks so much for the help man! I just studied the implications of open/closed forms the other day and I didn't even consider that the rather open form on the two silhouettes that you set aside would create a sense of movement and agility! Forgive me though, but I don't understand why a complex overall form is a negative thing when scaling something up and detailing it. Is it a perception thing?[/QUOTE] Well the thing is, complex forms are not bad, it's just bad to use very complex forms at large scale because of the large amount of details large objects need to set their scale. (Anything that is large scale needs detailing to show its large scale, think panels, vents, decals etc.) In the case of your design, the disc would be very detailed I assume, as it seems to be the focal point of the design, right? Complex forms tend to work better with smaller scaled objects as it makes it better to read, smaller scaled objects need less detail, because they just need less components, a small spaceship needs less vents, decals and panels so the complex forms synergize well with the amount of detail. With a large scaled object you tend to have much panelling, details, things like that, these details would make the object even more complex if you have a complex design as well, which would result in a chaotic mess. But these are just the guidelines I follow in design, that work well for me and in general work well for most designers. If you disagree with me, that's ok, but these are just my 2 cents.
Awesome, that makes a lot of sense! I wasn't disagreeing haha, I'm only just learning design now so it was genuine confusion. I found some other resources that talk about ships such as the Star Destroyer, and how the relatively small yet obvious bridge causes the rest of the ship to look very large just through that juxtaposition. It's all making a lot of sense now Thanks man!
[QUOTE=Maloof?;40811459]Awesome, that makes a lot of sense! I wasn't disagreeing haha, I'm only just learning design now so it was genuine confusion. I found some other resources that talk about ships such as the Star Destroyer, and how the relatively small yet obvious bridge causes the rest of the ship to look very large just through that juxtaposition. It's all making a lot of sense now Thanks man![/QUOTE] Well yeah, basically these rules are applied to anything, they're all objects, they're all the same, once you get that down it's easy, there's no 'special rules' for spaceship design or for architecture design, just the basic design rules have to be applied to make it look visually pleasing. And of course, knowledge is very important in design, know why something looks agile or slow etc. Glad I could help, mate :v:
[QUOTE=Giraffen93;40811010][t]http://f2.braxupload.se/cohki7.jpg[/t] [t]http://f2.braxupload.se/m48bv5.jpg[/t] so you guys honestly think that my sketches are good?[/QUOTE] Well no but if you keep at it they'll be good eventually
[QUOTE=Maloof?;40804958]ahahahaha nono I got banned for calling somebody a dumbass[/QUOTE] (He thinks I didn't know that all along) :v:
[QUOTE=Eric95;40811495]Well no but if you keep at it they'll be good eventually[/QUOTE] been drawing with a tablet since 09, been drawing casually my whole life pretty much and i'm never improving
[QUOTE=Giraffen93;40812483]been drawing with a tablet since 09, been drawing casually my whole life pretty much and i'm never improving[/QUOTE] that's because you don't want to improve or learn from the mistakes you're doing
[QUOTE=Jericho_Rus;40812666]that's because you don't want to improve or learn from the mistakes you're doing[/QUOTE] i want to improve, it's just that i can't take praise or accept my own creations, i strive for perfection which i never achieve
[QUOTE=Giraffen93;40812688]i want to improve, it's just that i can't take praise or accept my own creations, i strive for perfection which i never achieve[/QUOTE] You've got to admit that you are not perfect, move on and learn new stuff.
[QUOTE=rikimaru6811;40812893]You've got to admit that you are not perfect, move on and learn new stuff.[/QUOTE] well no shit that's why i can't improve i will, but not art. thanks
[QUOTE=Giraffen93;40812936]well no shit that's why i can't improve i will, but not art. thanks[/QUOTE] Sorry, but with that logic, seems like you won't improve in any aspect.
[QUOTE=Giraffen93;40812936]well no shit that's why i can't improve i will, but not art. thanks[/QUOTE] If you're just gonna victimize yourself, just go away. Anyone can improve, you just have to want it. Case closed.
[IMG]http://fc03.deviantart.net/fs70/f/2013/148/f/b/skeleton_warrior_pixelart_by_lieutenantawesome-d66wg3q.png[/IMG] The ride never ends. Made with 7 colours.
[QUOTE=pansarkurt;40813459][IMG]http://fc03.deviantart.net/fs70/f/2013/148/f/b/skeleton_warrior_pixelart_by_lieutenantawesome-d66wg3q.png[/IMG] The ride never ends. Made with 7 colours.[/QUOTE] Did you attach the axe and shield to the wrists as a design choice or because you couldn't be arsed to do hands? Either way, great job.
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