06-15-2015, 07:56 AM
Heyooo,
another week done, nothing much has changed since the previous so lets just get into it.
warm up:
Thought I'd share a bit of my daily warm up.
first thing I do everyday is an hour of basic perspective exercises. first 30mins is drawing boxes. I set up a horizon line and a 90° cone of vision (90° because it will also give me my station point). first line of the box is always arbitrary, it'll be the top or bottom side of the box heading of to an undefined VP. the next line is where the guessing begins, is determined by the relationship between the horizon and the angle of the first line. the next two lines are determined by the cone of vision. with the first VP and SP set there is only one possible option for the second VP, so I draw lines to where I hope it'll be (I dont make them on the horizon btw, I just draw lines to where I think they might be as I'm trying to improve my ability to see what looks right... also they are usually way off the canvas). I check the accuracy of my lines after using paths and start on a new one. HAH, that explanation was pointless and makes not sense, I'm keeping it though :) oh, and I draw all the line (cept the verts) free hand to warm up my sexy straight line drawing skillz)
I'll show what I do with the other 30 mins of warm up another time
XYZ Form Building:
practising chopping and changing a basic form, starts off with a rough sketch of possible amendments then slowly, oh so slowly, start editing the form using techniques from How To Draw
little more attractive that last week, made me think of a hover version of a chevrolet grandsport. i'll finish it off throughout next week.
Faces:
Really ugly lines this week. the girl was from imagination.
The F is for Fail
Composition:
Same deal as last week, I love studying comp this way, I want to get faster so that in a week I can do various scenes with different lighting options. only had time to play with the lights this time
Pirates yo
Design:
Design for http://www.conceptart.org/forums/showthr...ch-Vehicle
I'm not a massive fan of steampunk, seems a little random and pointless. A character might hang the jacket on some large industrial pipe if it was too hand but I hate they idea that they'd go out of their way to craft an ornate pipe sculpture coat rack... for example.
Giant steam powered spiders are totally baller however, wki wild, wiki wild, wiki wild wild west, jim west, desperado...
I'm thinking there is a platform in the cylinder that rotates around on tracks incredibly quickly, and the centrifugal force from this acts as a artificial gravity. since in space you'll have no up or down, the only frame of reference you have would be the force pushing you so the platform which would make it appear that the cylinder is rotating around you not the other way around. the tip of the bullet will be the re-entry capsule, with parachutes and what not.
I just need to fill it up with fancy Victorian travel splendour
another week done, nothing much has changed since the previous so lets just get into it.
warm up:
Thought I'd share a bit of my daily warm up.
first thing I do everyday is an hour of basic perspective exercises. first 30mins is drawing boxes. I set up a horizon line and a 90° cone of vision (90° because it will also give me my station point). first line of the box is always arbitrary, it'll be the top or bottom side of the box heading of to an undefined VP. the next line is where the guessing begins, is determined by the relationship between the horizon and the angle of the first line. the next two lines are determined by the cone of vision. with the first VP and SP set there is only one possible option for the second VP, so I draw lines to where I hope it'll be (I dont make them on the horizon btw, I just draw lines to where I think they might be as I'm trying to improve my ability to see what looks right... also they are usually way off the canvas). I check the accuracy of my lines after using paths and start on a new one. HAH, that explanation was pointless and makes not sense, I'm keeping it though :) oh, and I draw all the line (cept the verts) free hand to warm up my sexy straight line drawing skillz)
I'll show what I do with the other 30 mins of warm up another time
XYZ Form Building:
practising chopping and changing a basic form, starts off with a rough sketch of possible amendments then slowly, oh so slowly, start editing the form using techniques from How To Draw
little more attractive that last week, made me think of a hover version of a chevrolet grandsport. i'll finish it off throughout next week.
Faces:
Really ugly lines this week. the girl was from imagination.
The F is for Fail
Composition:
Same deal as last week, I love studying comp this way, I want to get faster so that in a week I can do various scenes with different lighting options. only had time to play with the lights this time
Pirates yo
Design:
Design for http://www.conceptart.org/forums/showthr...ch-Vehicle
I'm not a massive fan of steampunk, seems a little random and pointless. A character might hang the jacket on some large industrial pipe if it was too hand but I hate they idea that they'd go out of their way to craft an ornate pipe sculpture coat rack... for example.
Giant steam powered spiders are totally baller however, wki wild, wiki wild, wiki wild wild west, jim west, desperado...
I'm thinking there is a platform in the cylinder that rotates around on tracks incredibly quickly, and the centrifugal force from this acts as a artificial gravity. since in space you'll have no up or down, the only frame of reference you have would be the force pushing you so the platform which would make it appear that the cylinder is rotating around you not the other way around. the tip of the bullet will be the re-entry capsule, with parachutes and what not.
I just need to fill it up with fancy Victorian travel splendour