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What's the secret behind making good concept designs?

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Thread replies: 25
Thread images: 2

File: 6_o.jpg (426KB, 1000x1000px) Image search: [Google]
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What's the secret behind making good concept designs?
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>>497639
Thinking before doing
>>
stealing
>>
>>497639
>secret

Hard work, attention to detail, visually identifiable, something you can actually imagine existing same as if you were standing next to it observing every detail up close.
Our brains know if something looks fake, so any design must be as sharp as the world we live in.
>>
>>497639
Don't put a HUD in front of the fucking mouth. Goddamn this picture sucks.
>>
>>497639
Kitbashing and meaningless details.
>>
>>497639
the opposite of whatever the fuck that is.
>>
>>497639
>What's the secret behind making good concept designs?

Use good references of course. And practice, lots of practice.

Your pic is visually interesting but impractical (looks like the kind of power armor Germans would invent; over engineered, too many delicate pieces), if you look at the sort of body armor modern soldiers use it's streamlined, if it's got belts or harnesses or something on it it's to hold gear or be easily dragged away by comrades, etc
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>>497639
>What's the secret behind
Millennials, everyone!
>>
>>497650
>>497574

Learn more words, faggot.
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>>497650
Oh look, it's that guy.
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>>497639
all those effects and noise and that piss poor face
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>>497696
Thanks for the critic on something you'll never be able to achieve fam
>>
>>497712

Stop projecting.
>>
>>497712
>achieve

You mean download Vitaly's mesh pack, rearrange stuff, render, and put your fancy name on it?
>>
>>497639
Look up references from previous games and see flaws in their designs, unfortunately this is the most effective method so far. Most of these over-the-top designs were based on Japanese mech and armor designs from the 80's and 90's anime and manga.
Optionally, look up current military armor from various countries and check out tech news on invented military technology and imply it to your concept design. You can start with Livescience for the tech shit :^)
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>>497640
/thread, I guess
>>
Studying Design principles and applying them.
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>>497639

>in video game terms:

Actually trying instead of asking others for a cheat code.
>>
File: Murphy_bathroomsink.jpg (505KB, 640x747px) Image search: [Google]
Murphy_bathroomsink.jpg
505KB, 640x747px
>>497639
In relation to your own pic and every design ever, learn how to steal ideas from others, past and present, and mix them together with your ideas.
If you want to be really great, steal from things outside of your particular field of study; other disciplines of art and aesthetics.

In my opinion, inspiration is of the highest degree when it is taken from your direct experience of the real world, rather than your interpretation of someone else's experience.

Your imagination is composed of nothing but other people's ideas, learned systems for interpreting symbols and your particular experiences.

You also need to know how to actually draw, and understand form. Learn to convey ideas through shape, value and color alone.

Also be legible, and use only those things which are absolutely necessary to your core idea.
>>
>>498694
If only the sticky said something along the lines of "this is work, if you ask for shortcuts expect to be murdered"
>>
Logic in construction or anatomy.
Learn basic. Start from simple forms.
Observe nature.
>>
>>498851

Do you go onto /g/ and ask them how to program googles infrastructure without having any previous experience?
>>
>>497639
Not being a fucking faggot lel
>>
>>497639
>that flag is backwards
>yfw this is a selfie
Thread posts: 25
Thread images: 2


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