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View Full Version : ConceptartCohesion #001: 8th Day >>> IDotW - Genetic Soldier Transport



davi
March 8th, 2006, 06:25 AM
Http://www.conceptart.org/forums/images/cacb.jpg


ConceptartCohesion #002: 8th Day

Storyline:

The year 2446 CE.

Mankind and its technology have advanced at an exponential rate, however trivial political, religious and social demands have caused the splintering of former superpowers into smaller nation states, pitting themselves against each in a number of minor conflicts.

Since 2395 a minimum of 27 conflicts, hostile incursions and border disputes have been raging in various confined areas across the planets surface, sparking a new global economy.
Covenants of major corporations have banded together in various factions and are now the true international players, feeding the ever increasing demand of new weapons technology.
The change in style of warfare has rendered weapons of mass destruction virtually useless increasing an appetite for more unconventional weapon systems, specifically the VidaNova Corporations newest developments in the field of creating new species of animals bred for specific purposes.

The idea behind this new move is too harness the animals natural intelligence, sensory abilities, and ability to traverse difficult terrain. They are currently working on models for civilian implementation, ranging from beasts of burden for remote areas to leisure models as pets. However there have been worrying reports of certain products escaping from captivity, and having unexpected effects on the flora and fauna they interact with, conspiracy theorists place blame on a huge range of subjects, ranging from the Cytarabinoside used in manipulating metabolic pathways in the animals, to mother earth resting control back from humanity to satan himself.
Some minor political and religious groups are already rallying, trying to bring this series of unnerving events to the public eye, wild rumors and conspiracy theories are already calling this the 8th day of creation.



http://davivsjapan.com/IDW.jpg

Topic:
Genetic Soldier Transport


Description:
Genetic Soldier Transport - The Genetic Soldiers built by the Mother Machine are transported by AI-Controlled transports. The Transport carrys up to 24 soldiers and speeds up to 60mph. The transport has no proper defenses. The Ai has been programed to say as close to the ground to avoid being seen by enemies.

The Transports are built in mass, and the blueprints are often improved overtime by FATHER Machine.

Deadline:
Wednesday, 15th March 2006


-------------------------------------------------------------------------
Linked weekly activities:

CoW - Creature Of The Week
Giant Suicide Digger
LINK: COW thread for ConceptartCohesion campaign (http://www.conceptart.org/forums/showthread.php?t=63203)

EOW - Environment Of The Week
Mystical Cavern Temple ProNatura
LINK: EOW thread for ConceptartCohesion campaign (http://www.conceptart.org/forums/showthread.php?t=63201)

ChOW - Character Of The Week
"The Head" - Chief of VidaNova
LINK: ChOW thread for ConceptartCohesion campaign (http://www.conceptart.org/forums/showthread.php?t=63202)


Link to the campaigns main thread:
main thread for Conceptart Cohesion (http://www.conceptart.org/forums/showthread.php?t=62480)

artiphats
March 8th, 2006, 11:40 AM
did you say "Father Machine"? This is all just too great. Sketching my transport now. I think the hardest part will be coming up with something really original.

Hideyoshi
March 8th, 2006, 01:06 PM
Ah, it's soldier isn't it?

cool one!
this is pretty open to anything I'd say.
Look forward to all the ideas!

artiphats
March 8th, 2006, 01:25 PM
Oh yeah I know it is in fact Soldier Transport, I was just noting that he mentioned "Father Machine". I am guessing that might come up as another topic in the near future, but I know it won't reflect in this week's topic, except that the transports are mass produced.

Fozzybar
March 8th, 2006, 01:56 PM
hehe, yes it's soldier...davi can't write the word right...it's some kind of a disorder in his brain...:)

Hideyoshi
March 8th, 2006, 03:42 PM
haha, Foz, that was mean... :-P

davi
March 8th, 2006, 05:13 PM
mean but true.

Fozzybar
March 9th, 2006, 06:43 AM
hey, and i want to add, that i wanna see some really stunning entries for this one, because i think it's a very interesting topic...go!

Nexus
March 9th, 2006, 06:54 AM
I'm going to try and deviate away from my love of the fleshy beings and venture forth into this land of cold hard edges and unforgiving alloys. It'll be a stretch doing both but I've done so few vehicles and robots that its ridiculous, gotta expand my horizons. Good luck all, this one seems fairly straight forward.

Legato
March 9th, 2006, 06:55 AM
I am PUMPED! the reason I didn't post one for the 'mother machine' was due to it turning into an environment rather than one machine... an environment that rapidly fell apart due to my lack of proficiency... regardless, I am VERY excited to see what you guys do with the tried and true "drop ship" design... its something that’s been done to death, but I have faith in you guys!

Hookswords
March 9th, 2006, 08:50 AM
gears are turning for this one. This may be my first IDotW

JakkaS
March 9th, 2006, 11:52 AM
FOZZ, can we make this TRANSPORT also partial organic?

rob-ot
March 9th, 2006, 03:05 PM
I definately in!

silly question - are the genetic soldiers human like in shape and size or is that up to us?

Fozzybar
March 9th, 2006, 03:05 PM
JakkaS
i dunno, davi is the master in da house...

JakkaS
March 9th, 2006, 03:40 PM
Upppps, You guys in the administration have the same suits ;) Of course your is more…. plush :D, Anyway I ask again: Could it be organic?

Sorknes
March 9th, 2006, 04:05 PM
I think I'm in. I've already made a set of sketches......... Heh.

Hideyoshi
March 9th, 2006, 04:44 PM
hey, Legato: really look forward to yours!
Actually I am not sure if I will participate this time...
If I find time and the right mood I will give it a try though :-)
Haha, JakkaS: trying to get around the hard-edged industrial design look, huh?
just kidding!
Well, you're the COW master!

JakkaS
March 10th, 2006, 01:57 AM
Haha, JakkaS: trying to get around the hard-edged industrial design look, huh?
just kidding!
Well, you're the COW master!
Hehe, I want to take an opportunity to do something different then COW…..but …my sketches for this IDOTW looks very organic :D

artiphats
March 10th, 2006, 02:56 AM
I think I'll leave this here for kicks, It went a pretty good ways to the final. Good enough? Well I guess that's the question.

http://www.houseofscion.com/artwork/transport-001.jpg

Legato
March 10th, 2006, 04:45 AM
thanks for the vote of confidence Hideyoshi... now i just need to deliver :/

artiphats: seeing your design made me do a topic double take just to make sure flying vehicals were allowed becuase yours looked kinda like a tank for a second!

Lingmerth
March 10th, 2006, 05:22 AM
I'm thinking identical sections linked together as a flying train, each section capable of flying on it's own with rotatable engines alowing them to make fast and complicated turns.

Since it's AI controlled it doesn't have to have a front window, but perhaps the sensonsors need to "see" what's in front.

I kind of invision some smal resemblence to a chinese dragon, when it's done.

Just thinking outloud mosltly.

artiphats
March 10th, 2006, 07:17 AM
Yeah I am still deciding about any windows too, you can't make it out yet but if you can see the three long sections that make up the front face, the middle one is a window and the two on either side are armor-plated metal. I was not really going after a tank look so much, and I am thinking that it will hover. The description says "close to the ground", so I get the idea it has the ability to fly higher but doesn't "to avoid being seen by enemies". But that's just my take on it, I guess.

Hookswords
March 10th, 2006, 08:10 AM
I'm working on a flying wing design. I've got it mostly figured out with my sketches. Hopefully a WIP soon.

setmonkey
March 10th, 2006, 11:07 AM
wip - troops lie incubated until deployment - each pod is replaceable, added to the transport at the mother machine, allowing for different types of troop to be deployed using the same platform

http://homepage.mac.com/jlapsley/images/troop2.jpg

Nexus
March 10th, 2006, 12:45 PM
Artiphats, I like it thus far. It reminds me of a Space Marine Battle Barge, from Warhammer 40k. Not really sure if the spikes add anything, Id lose them or put a whole crap load of them on there, but the three by themselves arent working.

artiphats
March 10th, 2006, 02:04 PM
Thanks Nexus, yeah like I said I am still making decisions on this one. "a whole crap load of them", hmmm that might work I will have to sketch a version with a lot of them and see if I like it.

rob-ot
March 10th, 2006, 05:50 PM
here is my WIP - just need to add some value and a scale indicator and it should be done!

I am still stuggling with what kind of paint job to give it.... distressed metal vs. mud covered camo???

setmonkey - looking pretty cool, i like the form..it's kind of crab like!

artiphats - can wait to see yours more refined!

artiphats
March 10th, 2006, 07:40 PM
rob-ot, that's great! I was also thinking of how to paint mine when the outline is done, I think I am gonna go with a real subtle camo, nothing flashy though. Maybe a stripe or two at most. Now that I see yours I KNOW I have to kick ass just to keep up! Should have my outline up this weekend.

rob-ot
March 11th, 2006, 12:57 AM
artiphats - thanks man! I went with the distessed metal, the camo with mud got way too busy...

well here is my final entry - can't wait to see everybodies!

http://i38.photobucket.com/albums/e101/Rob-ot/transport_r5_lowres.jpg

updateed image:
i reduced the res a little so it could be viewed a little easier. also the windows were bothering me i think they were to large in the original post and were throwing off my sense of scale!

Kei-th
March 11th, 2006, 04:57 AM
Rob-ot as I said in your SB great!
artiphats I want to see your end result now! the wip looks cool
setmonkey keep up the good work!

Fozzybar
March 11th, 2006, 06:42 AM
baby, that's a nice piece of metal there you have :)

Legato
March 11th, 2006, 06:46 AM
Here’s my final* entry... seriously rob-ot, you almost convinced me to add battle damage and scarring, but I held fast against your seductive temptations and kept it clean and "fresh out of the line" looking :D

I had a few early designs floating around but they were boring and flat, so I rebelled, and I think this is a rather extreme going of it, but its better than It WAS *shudder*

I wanted this to be very maneuverable, so for a moment suspend the disbelief that those wimpy engines could produce near enough thrust, and roll with me here! All four main engines are all independent and thus you could get some mad vectoring action “IRL”.

The front section is for shock troops and holds 4 (one on each side) with the forward compartment storing a shield assembly (think GITS’s troop transports) + arms and ammo. They and the forward pods would act as a temporary break/deversion allowing the remaining 10 troops to get into a not-so-suicidal firing position.

Other than a few Electronic Counter Measures and a few smoke grenade launchers there’s not much else to it I suppose. I am really pumped to see what everybody is whipping up!

[sketchbook pro / too long]


***edit***

i've been thinking about it,a and this would also make an awesome gunship! just take out the troop bays and add vulcans! :D

http://incolor.inetnebr.com/legato/IDotW/IDotW%20002%20-%20Final%20Reduced.jpg

machzero
March 11th, 2006, 09:47 AM
http://www.medievalfx.com/machzero/graphics/060311a.jpg

slept 12 hours on friday evening after work... recharged my batteries, did this whole thing in one sitting, about four hours... did a rough sketch and went with it.

wanted something not too far-fetched, a bit alien-like while still resembling current military vehicles. It's also a partial cyborg/bio-engineered/AI to keep with the theme.

painted jungle camo, green top, with blue-gray underbelly since it skims the ground, but may rise to tree-top levels if required.

Hideyoshi
March 11th, 2006, 11:35 AM
that's what I call some badass entries!
Rob-ot: awesome, that's what I wanted to see from you! The clean and sharp lines with a plain coloring that I was used from you! Ballpoint pen lines?
Legato: yeah, sweet stuff as expected! You have great understanding of industrial design!
machzero: nice one! I was sure you'd show up for this :-)
I would prefer some finer lines here and there but that's just my personal preference.
artiphats and setmonkey: big nods to you as well of course! Very promising starts!

Legato
March 11th, 2006, 02:08 PM
hideyoshi: thanks allot! i should probably take some classes... traditionally i've always just eyeballed stuff

machzero: i agree with hide, on both points. its a fantastic design, it just has some clunky lines :D also, do the soldiers when decending fall the 20 or so feet out or what?

brokk
March 11th, 2006, 02:30 PM
whoo! great entries rob-ot, Legato, and machzero!

http://i31.photobucket.com/albums/c399/bksketchb/cch2_idw_f.jpg

rob-ot
March 11th, 2006, 04:21 PM
Wow - thanks everybody for the great feedback!

Everybody is submiting some kick ass concepts - looks like IDotW is really picking up!

Hide - Thanks! Are you going to have time to enter?!? *all the line work was done with a .05 ballpoint pen

legato - glad you didn't scar it up - I really like yours as it is!! i really makes it look like a ID rendering, expecially with the elevations!

machzero - i like the paint job - it looks much better than the attempts i made at camo!

Legato
March 11th, 2006, 04:46 PM
whoo! great entries rob-ot, Legato, and machzero!



Right now bRØk3n_sPiRiT you have great clean lines and great perspective, but there is nothing identifying this as a troop transport. Right now it looks like a building or really really big capitol ship. Just my opinion though :)

Fozzybar
March 11th, 2006, 06:22 PM
love the entries so far...keep going...

seba_boi
March 11th, 2006, 10:06 PM
These are excellent!... I'm thoroughly amazed by this section of the Cohesion...

Hookswords
March 12th, 2006, 03:23 AM
Here's a WIP.

A modified version of a flying wing. There are vented thrusters on both sides, while the outer and rear thrusters air in providing additional forward movement and stability. The vented thrusters can boost on the longer end to do a 180 flip or "flapjack" maneuver. The troops are contained in four man drop spears, seen on the back. These drop spears shoot from the transport and cut into their target drop point. The gyropod that the troops are encased in opens for deployment. This method along with the "flapjack" maneuver allow for multiple deployment arrangments. The large bulk shields that encompass the forward sensor array are designed to take heavy fire and are fitted with countermeasures for avoiding the most dangerous of oncoming fire.

http://img160.imageshack.us/img160/9840/transport16gm.jpg

davi
March 12th, 2006, 03:57 AM
keep up the good work guys, these are really impssing me

artiphats
March 12th, 2006, 06:50 AM
And Mother had her soldiers.
The need for the beasts increased to remote areas.
Designs were tested for transports. Father improved them, and improved them again.
The hybrid demons now had no limit in reaching otherwise impossible locations.
And terror spread...

http://www.houseofscion.com/artwork/transport-final.jpg

Kei-th
March 12th, 2006, 08:50 AM
artiphats
Great! nice outline looking for ward to your final piece!! You should really keep it simple! Like Rob-ot did. That new engine looks better!
Atm I am trying to learn perspective my self but dam this is a complex drawing! Did you really use vp's or are those lines more going to a fictive vp? I mean did you really drawn them because when I don't I screw up..

Legato
March 12th, 2006, 09:58 AM
Artiphats: wow! i can really see this so much better now! its really coming together great! the only ellipses that i see that are slightly off are the ones facing from left to right above the engine and below the body.

Hookswords: its a little Spartan on details, but i kinda can see the shape at least, however (and maybe this is just me) your description isn't meshing with the design, as i can't really distinguish what is what!

setmonkey
March 12th, 2006, 12:32 PM
WIP - looking for new form - previous sketches presented 'troop delivery problems'

everyone else - great stuff, some classic old skool concept work here!!

http://homepage.mac.com/jlapsley/images/troops.jpg

artiphats
March 12th, 2006, 12:45 PM
Kei-th and Legato, thanks!

Kei-th yeah, I did use real VP's to get the lines right, I couldn't have drawn it in perspective like this if I hadn't. The only lines I guessed at and eyeballed are the ones that go up vertically but at an angle. It's not meant to be in 3-point perspective but those lines aren't meant to be perfectly straight up either, so it was a bit challenging.

Kei-th
March 13th, 2006, 01:47 AM
artiphats Thanks a lot!
setmonkey great! I love the marker style!

Oh and In my last post I forgot to say:bashful:,
Legato & Machzero yours are great also!

machzero
March 13th, 2006, 09:35 AM
posted the quick piece last weekend and have been too busy at work to make comments... am flying out of the country tomorrow, so get to sleep in a bit.

Hideyoshi - Yo~! Built myself a "new" P4 rig (remarkably unremarkable in general feel compared to the old athlon) and everything's stuck with default installation. Completed the pic before realising the image resolution was 100dpi instead of my normal 300dpi. So, what you see is the exact size as opposed to shrunk down 3x... plus all my shaky lines.



setmonkey - liked your original scarab/beetle like design. The modular pods attached to a centre section might work pretty well visually. Oh yeah... the troops are genetically engineered. They can exit in whatever fashion they please! heheheheheh. Drop lines would work... but the general look of the pods seem to indicate they could be forcefully ejected. I had a rough sketch where the tail section drops like a stinging wasp to drop the troops, but never finished it. You can still see the designs for mechanism. But with a single page, can't squeeze in all the ideas (creature core, drop ship interior, engine systems).


Legato - thanks~! But sadly, I've never seen any of your pieces before. Your host seems to block my ISP. Can't view anything from it at all.

bRØk3n_sPiRiT - thanks! I think legato already mentioned yours looks too much like a building already. However, the vanishing point for your lightsource and shadows is right on the money.

rob-ot - thanks for comment! I don't know nuts about real industrial design (heck, never touched a market before either), so maybe there are some design cues you need to follow. But I think you can punch up your design a lot. The basic idea is there, go right in and figure out how the engines, control surfaces, etc work. Your furthermost pontoon is a little longer than the nearest.

Kei-th - thanks! keep up with your attempts with perspective, but don't trust those damn lines too explicitly. Design first, then lay in the lines. I just figured that out not too long ago.

artiphats - don't trust perspective lines too much unless you actually project them from 2d plans. Not sure if you meant it that way (if you did, I retract previous statement! heh) but the front profile is as wide as the side is long. And the "roller" like objects at the bottom are squashed ovals in shape. Check out the L-tubing in the middle, the top isn't attached to anything due to perspective error.

Hookswords - i dig designs like those, a shape that's not conventional!

artiphats
March 13th, 2006, 12:40 PM
Machzero, you were right about the "L-Tube", it was wrong so I moved it. You say don't trust perspective lines too much, I am very curious about your methods then, as everything I am learning in my perspective class, and also have followed on Zhu and Robertson's DVD's, tell me to in fact rely on those lines for accuracy. I think what the point is, is to get the idea down on paper in a manner in which other people can read it and see the forms. Not that it could go directly into a CAD rendering. Am I wrong?

Anyway I updated mine above to show the first indications of color, I am really thinking of scaling back the colors once they are down, because I want the strength of the piece to be the lines. Any of your thoughts on this are appreciated.

imp_pixel
March 13th, 2006, 01:37 PM
http://www.impudentpixel.com/images/fishbone4_sized.jpg

This is my 2nd image post on the site, and acutally my first industrial design. Already some fanastic designs here, but I thought I'd give it a shot anyways. Thanks to this community project, I've already pushed myself to finish something I wouldn't normally do. Please let me know what you think. (Now I have to wrap the creature design if I get time).

*edit - changed font

rob-ot
March 13th, 2006, 02:34 PM
imp_pixel - welcome!
nice rendering, the only crit i would have is the size and type face you used, i think overpowers your rendering of the cool transport!

machzero -
I agree with your crit of my piece, honestly I just don't have the visual vocabulary yet to work out the control surfaces and such - I've only been sketching this type of stuff for about 4 weeks, in real life i design things that are much smaller in size and they definately do not fly! still this is no excuse, I really need to study some refernce, unitl then my work will be speicifically vague!

as far as the pontoon placement - it looks like i colored outside of the lines somehow and it does look longer, good catch! there are actually several more perspective mistakes, some I did on purpose, and some by accident! most stem from the mistep of setting the minor VP to close to my object....

*also wanted to chime in on the "don't trust the perspective lines too much", I dissagree completely - you must know the rules before you can effectivily break them!

Legato
March 13th, 2006, 02:56 PM
Legato - thanks~! But sadly, I've never seen any of your pieces before. Your host seems to block my ISP. Can't view anything from it at all.

is anybody else having problems with this? i've never heard it before, but hopefully this link will work

http://www.deviantart.com/view/30199532/

artiphats
March 13th, 2006, 03:05 PM
Legato, I have never had any problems viewing your images, and I can see this one just fine. It comes up with no problems on my computer at home, and also at work. Not sure why others can't see it. Too bad for them cause I like it a lot.

Kei-th
March 13th, 2006, 03:19 PM
Legato I can always see your images but maybe you should just uplaod them at imageshack.us
imp_pixel nice :) but I have to agree with rob-ot on his crit
machzero I don't think you are right about the perspective lines it just sounds weird and if I don't trust the lines I screw up hardly..

imp_pixel
March 13th, 2006, 03:45 PM
Thanks guys, changed font+size, and overall size of image...much better. Now I only wish I could produce a decent bg..

Legato
March 13th, 2006, 03:45 PM
Legato I can always see your images but maybe you should just uplaod them at imageshack.us


yeah, im just trying to avoid another gear in the system as of now, it seems i upload and copy and paste descriptions into like... 20 sites!

i mean... my server, deviantart, xanga (sometimes), tagworld (sometimes), my sketchbook thread etc etc

i'll give it a shot i suppose. do they compress your images or anything?

Kei-th
March 13th, 2006, 03:48 PM
no but the max kb's is 1024.. so that's pritty small

Hookswords
March 14th, 2006, 12:07 AM
looks like I'm not getting past a WIP on this one. Didnt have the time/ computer issues. Great stuff though guys.

machzero
March 14th, 2006, 12:43 AM
artiphats - if the lecturers in the perspective class says otherwise, follow 'em. I had about 2 weeks on perspective in an intro to drawing class in a community college and that was it.

oh yeah... feng has a bloody straightedge built into his hand or something! his lines are damn accurate

however, reason I say not to trust the lines is if you're still shaky when it comes to creating those vanishing points, the lines will trick you. If two VP are too close or two far on the horizon, your square object might become a wedge... and you ARE drawing a wedge but your perspective lines still look right. Or for example, you place the object far from the horizon line (either above or below the line on paper), you will most likely need a 3 pointer setup. And that 3rd point can mess you up again.

as for how I go about it... (guys who know ID will really laugh at me... heheh), I start with a rough doodle. A horizon line and a one pointer. I rarely do those "isometric" like 3/4 top/front views, can always do a front/rear view later. Add rough details first, make sure I'm happy with the design. If it looks wrong, it'll prolly look wrong to the viewer regardless of how accurate the perspective is... fix it. Then I start doing real perspective lines, or rather create perspective guides for the portion I'm detailing or finishing up. Like to focus on the design foremost, the perspective can come in second.

http://www.medievalfx.com/machzero/graphics/060314a.jpg

i'm cheating a bit with organic shapes here. There's only 3-5 main perspective guide lines used here. The rest are eyeballed based on the main guides. Design changes during the process. Some parts become more mechanical/straight looking, others get more organic or detailed. Actually am designing some of the stuff beneath the skin here.





for something more "squarish", I'm gonna use your design... hope you don't mind. Rough doodle using your rather meticulous layout (that really helps here). Am using your design cues, rather 20th century military look, then repeating those designs over the carrier. Perspective-wise, am just using squares and triangles for guides. Again, focussing more on the details here. Added armour plates. How do they bolt on? Added redundant mount points, since maybe the armour can be used on other vehicles. Release mechanisms for the plates. The vents in the front may suck in stuff while flying low. Maybe an improvised grill/mesh by the pilots. A wiper on the front plate glass. Throw some welded on lights ontop... maybe the high tech nightvision aids fail occasionally. Just little details like that.

http://www.medievalfx.com/machzero/graphics/060314b.jpg

there are many perspective lines working here. The sloped front actually has a VP high above, but it can be fudged by drawing a triangular prism based on your two main VPs (which is definitely what you did). The same can apply to many other objects here.


wow... long post. Hope some of it was helpful. Please disagree with any comments, but let it food for thought.

Legato
March 14th, 2006, 05:39 AM
artiphats - if the lecturers in the perspective class says otherwise, follow 'em. I had about 2 weeks on perspective in an intro to drawing class in a community college and that was it.

i would like to second that notion, however, i often fall onto it too often. for example, my first few shots at this were inspired by rob-ot's really precise lines and as such, i did them all out in 2 point mode... however, it just looked off in most cases (combined with an un-inspired design) and in the end, i just put the lines down as a thumbnail for what is now the final. liked it so much (combined with lazynesss), upscaled it and redid the lines.

so yes, knowing that is parallel and perpindicular to the horizon and ground is important, and you need to know what you should do with those lines, however for me at least, its often just better to throw caution to the wind and fly by the seat of your pants :D

artiphats
March 14th, 2006, 06:10 AM
Updated my image with the last WIP before the final.

Machzero ... thanks for the explanations. I do know what you are saying about placing the VP's, and how not having a design but just starting with the perspective can throw things off. Like my L-Tube that you pointed out. I agree that having a design first is important, and I try to do thumbnails or roughs before I start. Contrary to your methods, however, I start with the HL and like to do 2-point, since I like quarter views most. But thats just me. Several times I will lay down guidelines, and not block in the shape at the right angle so I end up starting over. The perspective class I am in is helping tons, but of course I have a long ways to go before I am really even close to where I want to be. Eyeballing is great when doing quick sketches, but I really want to be able to confidently drop points and lines in the right places using the methods I'm learning.

By the way I love what you did with my design in your example. A few of the details are similar to what I still want to add, but I'm not sure what is still gonna end up on the piece and what won't. I don't want to kill the direction I am going in, my details might be more like stripes and markings. We'll see.

Lingmerth
March 14th, 2006, 06:35 AM
Very cool imp_pixel, I keep wondering if you read my previous comment ;) keep it up!
As for background, maybe you can sketch a rough jungle and ad motion blur?

rob-ot
March 14th, 2006, 11:02 AM
machzero - thanks for sharing, i think your explination and examples were right on, also awesome thought process on the armorment details you include!

artiphats - i think you are on the right track! once you learn the rules of perspective you will be able to incorporate them into your sketching and the task of seting up the girds and VPs will become less and less..

you may also want to ask your perspective instructor to explain "human cone of vision". machzero touched on this when he mentioned the distortion that occurs when VPs are too close together....its hard to explain but, basically 2 point perspective is really made with 3 points(the viewer is the third point). if you were looking from a top view of the scene you were about to create the 2 VPs and the viewers location would form an isosilese(sp) triangle. within this triangle is what you would see as the viewer of your scene. the human eyes have a set distance between VPs and the placement of the 3rd point(viewer location) is what determines how close or far you are to an object as well as the relative scale of the object.....this is also the cause of most perspectives gone bad..

I hope i haven't further confused things....i am sure your instructor could better explain the concept!

imp_pixel
March 14th, 2006, 01:15 PM
Very cool imp_pixel, I keep wondering if you read my previous comment ;) keep it up!
As for background, maybe you can sketch a rough jungle and ad motion blur?

Cool, I hadn't seen that thread in the DSG before. Yeah, I definitely need to work on my backgrounds, very much my weakest area. I'd take another shot at it but I want to try and get a creature done today.

artiphats
March 15th, 2006, 01:31 AM
Final up, damn no time left for EOW.

machzero
March 15th, 2006, 03:45 AM
Monday i was sitting in the office, expecting another 9-6 week. Right now, I'm typing this from karachi, pakistan. The WWW kicks arse!

Anyway... this is turning into a perspective related thread... but it's helpful to ID, so why not.

Look at the real world, or figure out the horizon/vanishing points in a photograph. Often the image or what you see is a little off (our eyeball lens aren't perfect and we do see images upside down til the good 'ol brain runs some "filters" on 'em). Being too accurate will look wrong often (and we got enough examples of perpective optical illusions already).

Same goes for anatomy too. Real people in the real world has disproportionate proportions, unsymmetrical features and so on. And it will look wrong if you go "camera perfect" with it. Up to you to decide what to adjust or ignore when it comes to perspective.

Go draw a checkered grid on a 2 point perspective. It'll look horribly wrong once it extends to the edges. Again it's related to rob-ot's FOV comment. Our eyeballs will give us linear perspective lines around 60 degrees upfront, it all gets a little rounded at the edges for better periphery vison (that's how you end up at the top of food chain... heheh).

artiphats - doesn't matter what method is right or wrong. Whatever works for you is obviously the right way. I've watched a few of those gnomon tutorials, those guys are bending rules, and skipping steps cause they're so good at what they do already. Feng has a bloody drafting table built into his brain I think... heh. But he also roughly eyeballs the lengths of "mirrored" sections, but because he's so experienced, he gets them right.

rob-ot - thanks for the compliment. Knowing or guessing how the bloody thing works is kinda helpful too. Sometimes we wanna end up with concept cars that have 24" rims and seats for 3 feet tall midgets. But who knows when you need to doodle a functional bread van. Heh.

artiphats
March 15th, 2006, 05:10 AM
Machzero, you do make a lot of good points. And so I will say thank you, whether I implement certain methods or ideas, or not, I will keep them in mind. It all helps when you are still learning, and I definetly am doing that.

Lingmerth
March 15th, 2006, 05:15 AM
imp_pixel
I was talking about a reply I did erlier in this thread:


I'm thinking identical sections linked together as a flying train, each section capable of flying on it's own with rotatable engines alowing them to make fast and complicated turns.

Since it's AI controlled it doesn't have to have a front window, but perhaps the sensonsors need to "see" what's in front.

I kind of invision some smal resemblence to a chinese dragon, when it's done.

Just thinking outloud mosltly.

imp_pixel
March 15th, 2006, 12:45 PM
Sorry Lingmerth, for some reason I couldn't see your earlier comments when I looked, so I went through other threads trying to find them. Also, thanks for the input, actually some of that had crossed my mind (specifically componentized pieces), but I was doing a creature of the week whose body parts could detach and operate separately...didn't want them too identical. That's a good idea about the AI control...since they're genetically engineered soldiers, why waste the manpower to drive them around? A ship like a chinese dragon would be cool as well, I'd envision it to be ornate and mostly or formal purposes...hmmm, may take a shot at drawing another one when I get the chance.


imp_pixel
I was talking about a reply I did erlier in this thread:

Legato
March 15th, 2006, 10:25 PM
its vot'n time!

brokk
March 15th, 2006, 10:47 PM
Right now bRØk3n_sPiRiT you have great clean lines and great perspective, but there is nothing identifying this as a troop transport. Right now it looks like a building or really really big capitol ship. Just my opinion though

Legato thank you for the crit, I agree! I didn't have time (was too lazy) to make major changes before the voting, but I definately agree with what you said and will keep it in mind for further images.
Cheers

Chuck,mate.
March 16th, 2006, 05:37 AM
ConceptartCohesion #001: 8th Day >>> IDotW - Genetic Soldier Transport
http://img362.imageshack.us/img362/8163/transportsmall4fb.jpg

artiphats
March 16th, 2006, 03:05 PM
Interesting design, Chuck,mate. Looks like it is on fire though, is it? Just curious really.

Snuggles
March 16th, 2006, 03:54 PM
Chuck,mate, I love your design and the direction it's going in, but I think for concept purposes the illustration is a little too 2D. It's also kind of hard to judge the design as a whole from this perspective, but I think it seems to have a few too many extras...you've got loads of strong, sweeping diagonals and intriguing shapes in it but they seem a little bogged by fins and the what-not. It just seems sort of stuck between wanting to be flowy and aerodynamic or harsh and dynamic with more straight lines. All in all, though, another fantastic piece from you, and I really envy your rendering style and skill, for color choice, design direction and atmosphere, I think this is my fav of the bunch by far.

Kei-th
March 16th, 2006, 04:00 PM
Hi,

Atleast I gave it a shot! This is my first time drawing an other thing then standard shapes in perspective. I am not entering this competition I just want to know what you guys think of it. Please give me all the critique you can think of.
http://img467.imageshack.us/img467/6502/idow20vp.jpg

Note, I know it is not centered.

artiphats
March 16th, 2006, 04:13 PM
Snuggles, I am just curious. You say you love Chuck's design, but then you say it is hard to judge the design (based on the way he rendered it and the angle, I believe). You continue on by pointing out things that are wrong with it, or at least keep it from being a better concept piece. Then you end by saying it is your favorite one.

Now of course we are all entitled to our opinions, and of course we have our own reasons for forming those opinions. I understand all of that, but I am just curious as to how you got to that conclusion. Don't get me wrong, I have been following Chuck's entries for a while now and I love his work. I also really dig his design in this entry. I like it a lot. For the purpose of this category though, I am personally drawn to many of the other entries over Chucks this time. While Chuck has a cool design, I think that the fact it is too "2D", really keeps it from being a contender for me. But of course, that is just my opinion and I know it doesn't have to mean anything for anyone. Again, just a little curious, maybe I am reading too much into what you wrote, and actually I do feel a bit weird commenting at all about this since you do have the right to like whatever you want. ok, now I'm just rambling.

artiphats
March 16th, 2006, 04:28 PM
Kei-th, keep at that perspective, as you get better your drawings will greatly improve. This one is har to critique because the shapes are so basic. I think that if you had more confidence in your perspective, you would have added more details and the overall shape would not have been so "square". It has been pointed out in this thread that getting the design down first, then tighting it up by dropping lines down in correct perspective, is far better than trying to desing off of perspective alone. While I did not agree with everything that they said, I agree with that statement. Think "thumbnails" first. Trust me, I am still very much learning and expirementing myself.

Kei-th
March 16th, 2006, 04:51 PM
Yeah I also read that. And I did started in thumbnail first! So I think it's just me who is squared. But I completly understand what you mean! thanks

rob-ot
March 16th, 2006, 05:34 PM
Kei-th - your on the right track!

I have to agree with artiphats; it's hard to crit, but the one thing that really sticks out to me is the main cabin, it is not centered between the pontoons it should be closer to the front pontoon...(not sure if your disclaimer was refering to this, or the fact that the ship is not centered on the page)....

Fozzybar
March 16th, 2006, 05:48 PM
closed

davi will take care of the poll when he has some time...