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How can someone with no knowledge of mechanics whatsoever avoid

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Thread replies: 71
Thread images: 27

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How can someone with no knowledge of mechanics whatsoever avoid making awards mistakes while drawing machines from imagination?

Also, references on the subject would be appreciated.
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By studying mechanics.
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>>2291905
Who did those robots in the pic?
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>>2291905

All you need to study is joints. I'm serious. That makes or breaks the believability of mech designs. Assuming you are at a level where balancing the weight is not an issue for you anymore. Because if you draw a T-rex mech with a gigantic cockpit popping out forward, but no counterweight it will look so awfully wrong.
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>>2291909
I just google'd "robot design" or something like this, so I don't know

>>2291910
That's actually a good advice, thanks anon.
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>>2291905
It only needs to be believable enough that people who also don't know shit about mechanics won't call you out on your bullshit. The only thing you need for that is to grab shit from real machines and slap those shape designs into yours.
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>>2291909
Leanne Lin, learn to google
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>>2291907
Basically, this.
Under the anatomy of mechs, then go on from there. Simplify if necessary.
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>>2291927
Shit, I just searched for the pic and it ended up on this girl's pinterest, but it isn't her work, don't listen to me
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A lot of mechs don't really work with real world physics anyway, so like >>2291913 said it needs to be within a realm of suspension of disbelief.
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>>2291905
J. Park mech tuts
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Practice alot of shapes in lots of angles. Then practice detailing too. Though you gotta make sure your lines are straight and just right, so do alot of exercises on it then draw some conceptual shit then review it and come back to it after few hours or a day then figure out mistakes then redo shit.

also, reverse-engineer them. i meant copying them but don't own it as yours, just use 'em as studies. Big shapes then small shapes, then slap big details then small details or other way around--- whatever you do w/ your process so yeah dont worry when you find your process being different from others.
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>>2291905
Torrent Jogn Park CGMA shit, and also Gumroad one if You can get it. It gives You great info on how to tackle mech design. I tried to firgure it out on my own, and those tutorials just showed me where I was right, and where I was just way off. I recommend looking up a lot of mechanical stuff, my ref folders are now thousands of pictures. It is not as difficult as it seems at the beginning I must say. I already posted some resources before, here are some:
http://rocketumbl.tumblr.com/ general shit, really awesome blog.
http://www.primeportal.net/home.htm this is THE SHIT. You get all the joints/ hinges/ all that shit from a closeup, also good amount of general stuff. Download the most usefull photos ASAP.
For me the biggest problem are curvy shapes found on futuristic mech designs. I just struggle a lot with that stuff, but I will make it work eventually. If You have any more questions feel free to ask, I will do my best to help. There is not many mech fags here though,
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DISREGARD REALISM
ACQUIRE SECURITRONS

http://fallout.wikia.com/wiki/Securitron
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>>2292018
Retro futurism.
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>>2291905
It's about avoid GLARING mistakes.
That doesn't mean that your design has to work in reality were a prototype be constructed.
Thankfully 99.9% of the population isn't mechanical engineers.

As others have mentioned, the logic behind joints and balance/weight is what matters. Everything else is about general design issues.
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>>2292054
It does need to make sense enough to work when animated.
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>>2291930
It's Peter Han you dolt, look at the filename
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>>2291905

Think about interesting shapes and incorporate them into your design.
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>>2292575
are you improving or stalling? ive been seeing your stuff on /ic/ but cant help but feel like its still the same thing.

could you maybe do one of those progress memes so it would have it side by side?
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>>2292586
Some people actually draw for fun and aren't constantly in the mindset of "improving" over everything. not him
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>>2292615
K why would they be on a critique board then.
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>>2292648
To give critiques and advice probably. Or they are open to hearing critiques and learning even though their main goal in art is not solely focused on improving.
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>>2291907

I thought this was obvious, is everyone afraid to study because of "muh style"?
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>>2292689
Not really, telling people to "study" is not really good advice. It's like telling someone who wants to paint to paint. Newbies need direction. Without it, they flounder and get overwhelmed.
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Too tired to give advice but I'll say you should check out Aaron Beck's artwork. He paints really neat and realistic looking robots.
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>>2292685
Or that someone else put up some random shit-tier artist's work and pretend to be butthurt by criticism.
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>>2292575
Haha your work still looks like shit and adds nothing to this conversation. Least able artist throughout /ic/s history.
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>>2292575
You shouldn't be attempting to give anyone advice. And if you're not "open for crits" then there's no reason for you to be on this board. Your advice isn't worth anything since you don't want to put the work into obtaining that knowledge.
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>>2292890
You shouldn't be attempting to slide anyone's penis in your ass. And if you're not "open for aids" then there's no reason for you to be homosexual. Your wants for dick isn't worth anything since you don't want to put in the work to make the other guy feel good.
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>>2292648
>>2292685
This board, despite the name, isn't actually solely about critique either.
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>>2292892
anon, that was really pathetic attempt at a reply. you're only hurting yourself now at this point.
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>>2292575
All i see are penises
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>>2292899

anon, that was a really pathetic attempt at putting my cock in your ass. you're only hurting yourself by doing it improperly; let me show you know it's done.
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>>2292905

It's because you are gay.
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I think it was james gurney or someone else who said good mech design is essentially understanding various types of anatomy (and joint movement) and redrawing that understanding under a certain copper coil (or other ) aesthetic.
Heck even real world stem designers look to nature for inspiration in the mechanical
https://www.wbdg.org/resources/biomimicry.php
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>>2291905
What is a good place to hang out with people interested in hard surface design? General concept communities usually focus on character design etc.
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Are senpai and other words still filtered
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>>2293377

Seconding this, also interested.
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>>2294692
>>2294220
Tried to make another topic dedicated to that. Still no response. I gues IC doesn't care about HS.
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>2015
>not using 3d for mech
>https://www.youtube.com/watch?v=OL5IxkHnQk4
nuthinbutmech blog spot com
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>>2296979
http://www.zbrushcentral.com/
>https://www.youtube.com/watch?v=wbzxzKM5Vtc&list=PLMjnnUF3eJFeh8q3N8kGhfc58CDubQRZA
>https://vimeo.com/140163198
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>>2296980
some links
>http://pastebin.com/yCDS0nKe
also
>http://hardsurface.tumblr.com/
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>>2291905
>no knowledge of mechanics whatsoever
>How drawing machines from imagination

Not at all, obviously.
If you don´t copy from a given image / photo, you need imagination.
But to have an imagination, you need smth. to build it from, i.e. knowledge.

It´s like a computer program: if there´s no data,
there isn´t any thing to compute at all.
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>>2291910
This. Also adding in elements from other types of transport vehicles. and of course embracing good shape design.
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>>2292575
You're the coolest guy on /ic/, don't let those losers put you down. I would pay you a beer.
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>>2291910
Believable joints with armour plating on places. That's all it really is.

Also OP some good understanding of weight and the centre of gravity can help to sell the idea of the big heavy mechs. It should be instantly clear that the legs are taking a heavy burden, like in this pic >>2291929 and unlike in this pic where he's leaning strangely >>2292575
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>>2292559

It is, pic related is the finished version.
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>>2297350
Peter Han is overrated even if he draws with both hands at the same time (swag). This mech is not up to todays industry standard. He is a good teacher tho, his dynamic sketching is great.
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>>2297443
It does say '07 in the corner. So it's not a surprise that the design and painting is a bit outdated and that he was less skilled, considering he had nearly a decade less of experience and time practicing.
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survival bump
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>>2296986
>>2296980
>>2296979
Zbrush is absolutely fucking horrendous at hard surfaces though.
The only reason pixologic made this redundant feature is trying to compete with autodesk. And their sanity should be checked in regards of this decision.
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>>2299486

you are silly as fuck

there are tons of great hard-surface modellers using ZBrush because it's got a monopoly on digital sculpting. Nothing has even come close to its power largely due to the head start it has had on its competition and the fact that it was created with the help of traditional clay sculptors.

There are several promising competitors but the only thing that can kill ZBrush is Pixologic bloating it up Autodesk style.
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>>2299586
>you are silly as fuck
Completely possible.
>there are tons of great hard-surface modellers using ZBrush
I've never seen a "hard" model which doesn't look like it's made of ZBrush digital clay. Creases, seams, huge flat spaces always look like soft ice-cream. And that's bad.
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>>2300682
its not zbrush's fault since zb is a sculpture software i think those plastic renders (made using KeyShot and PS) are like a trend of some kind.
>https://www.youtube.com/watch?v=pygKPPYuvXg
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>>2300915
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>>2300919
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>>2300920
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>>2300922
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>>2300925
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>>2300930
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>>2300931
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>>2300933
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>>2300934
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>>2300937
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>>2300938
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>>2300939
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>>2300939
bonus. last one
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>>2299486
I disagree. I prefer hard surface in Zbrush now after the 4r7 release. Qcube is pretty much the greatest once you figure it out.
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>>2300943
didnt know mona lisa was cesar!
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>>2292914

>implying Doc Ock wasn't their primary source of inspiration
Thread posts: 71
Thread images: 27


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