How do I start painting or drawing amazing these looking mechas? Y'know, semi-realistic and fully rendered ones, not like transformers shit. I understand that I would need studies from still life machinery to get the basics down, but some of these are really just incredibly photo-realistic. It seems to be a really popular trend among good artists, as well. Any tips, or guides?
I'll dump for answers.
>>2687972
A lot of the really photoreal looking ones are literally just photos pasted into the design. Others are 3d and rendered in some crazy program to get incredible lighting on it.
Ideally I'm really just looking for simple or complex techniques that trending artists use to get this feel of conceptual robots and mechs that are rendered into place with great precision.
If you follow some mech blogs, they all seem like there's a bit of connection between all of them overall. I just can't really get how they wind up like their finished pieces.
This one >>2687977 I just uploaded isn't really a good example, sorry.
>>2687976
You don't say? I don't really do photobashing but it sounds interesting.
I do know that 3D is somewhat used for the more complex mechs that are obviously just painted over with textures but theres a lot of examples out there that just come out purely through the paint. Digital paint, of course.
>>2687977
Just use the polygonal lasso tool to get perfectly straight and hard lines so you can keep your shapes clean. Adding in a few small details like rivets, seams, and serial numbers will make it look "finished".
Anything would be appreciated. I don't really understand the process for these and I would like to know more. Also, I love robots.
>>2687982
There's a few quirks here and there that aren't just painting over shape and form. I'll keep that in mind though. The lasso is useful for rendering shapes without the mess, and its easier to do with mechs than humans. Unless one would want a stylized rendering.
>>2687981
>You don't say? I don't really do photobashing but it sounds interesting.
Yeah, I've watched demos by people like Ben Mauro and they have folders and folders of photos of mechanical details that they will paste into their files and warp and stuff to add greebling.
I know that Aaron Beck (worked on Elysium, Chappie, I think District 9 too) has posted some gifs of his process on his blog. You might need to go back into the archive to find the posts, but there are multiple ones he's posted in the past on several occasions: http://skul4aface.blogspot.ca/
I mean, look at this. People do this from scratch.
>>2687992
Thanks a bunch. I heard photobashing is rampant in concept art all around video games and popular films, but they have ways of just hiding it seamlessly.
>>2687992
Adding on to this, I found a quick demo Ben did that's online: https://www.youtube.com/watch?v=4-5lOn8OMxg
I know that Sparth sometimes will draw out designs in a flat on view then have folders of these drawings that then he can paste into his art and skew into perspective to quickly add more detail. It's a sort of modular designing he does.
Think this is one of the better ones.
>>2687997
>People do this from scratch.
It's just random mechanical shapes though. he probably either directly looked at stuff like https://upload.wikimedia.org/wikipedia/commons/e/e8/Motorcycle_engine_3_2010.jpg or he has studied enough in the past to get an idea of the general types of shapes and details that give that highly mechanical advanced look.
>>2687998
Interesting. He's the original artist of the op picture, huh?
The trick would be to utilize both the textures and the paintover, but I wouldn't know anything about that. I don't use photobashing in my work and I don't usually photo-manipulate anyway.
BIG
I think the general rule of thumb is to know fundies and have fun. Concept art can fluctuate and applying knowledge to simple shapes without many rules can get anyone to a creative but technically adept spot with their mech drawing.
I just want to know how people actually do it though. Specific processes would help. I've never been in a mech drawing stream.
>>2688019
I know some of them use 3D. I just want to know how to get the hang of drawing mechs in general. 3D and photobashing are just side tricks that add onto form. Unless its completely 3D, but even then, I should be able to draw the form anyway, in some way.
Any mech artists here? I'd love to follow. I see tons on tumblr because I really can't find anything easily accessible anywhere else. Maybe blogspot.
One day, I'll learn 3D. Spending my days at /3/ haven't gotten me far in maya. I don't really know the process for modelling either. I realized the hard way that shaping the model is the easiest part.
this one's fucking beautiful.
>>2687990
the zbrush is strong in this one
>>2688021
Well then the question was answered already on this thread ... study shapes you want to imitate ... if you want to have the advanced technological look, you need to study how advanced technology looks ... if you want to have the industial machinery look you need to study the industrial machinery look.
Next... photobashjing isnt a trick that is meant to simply add onto form ... it is a trick that is meant to shorten the time it takes to add onto form... And the insane amount of photo reference that artists have isnt just for photobashing but for supporting their creativity .
>>2687997
>from scatch
I recognize a frew car parts in there.
>>2688302
What do you call these types of images?
>>2688310
'Exploded view' I guess?
>>2687972
That is one incredibly awkward mech. It's missing a joint in all of its legs.
>>2687977
My sketchbooks are filled with mechs, it's my comfort doodle. What helps me a lot is starting with silhouettes and broad shapes first. Also helps a lot if you think more like an engineer. Envisioning how a machine like that would operate efficiently will help you conceptualize it visually.
>>2688310
labeled diagrams
CHeck out Michal Kus and his tutorials. The man is a god.
john park has some tutorials
>>2687981
stuff like this
https://www.youtube.com/watch?v=C_aXJGZsByA
>>2688029
that mech looks like it needs penis
Call me an old fashioned grandpa, but I prefer japanese mecha design, which is more grounded in engineering than most of the modern photobashing monstrosities it inspired.
Learn creature anatomy. Pic in OP is obviously a gorilla
>>2687972
Thats made in Zbrush btw.
Also, really shit design. How exactly does that thing run?
>>2689896
was just about to post the same.
even the less "realistic" ones at least tend to have a lot more personality than what western photobashers come up with.
>adults drawing edgy robots
Embarrassing.
>>2689934
>"if i just put 'edgy' in front of it, i can discredit just about anything without having any sort of argument!"
>>2689927
Especially masamune shirow did some great mech design before he lost his marbles.
>>2689957
>an adult who enjoys drawing edgy robots
I figured out that in almost every photorealistic ones there is always a really slight channel distorsion like a 3d effect to make ita bit blurry and loose some mistakes
>>2687972
>no-one mentioned scott robertsons rendering book yet
wtf /ic/ when did you get so stupid
>>2691933
>2016
>discovering chromatic abberration for the first time
wew lad
>>2691936
Most people don't have that book, so don't know whether it's worth recommending. Also all the examples in this thread are from artists who never studied under Scott or used his books, the were already pro by the time the books came out.
>>2691952
If you dont have that book you dont deserve to live, or give advice.
>>2691952
>Most people don't have that book
>Scott Robertson - How to Render - The Fundamentals of Light, Shadow and Reflectivity.pdf 312,600 kb
Yes, the book is in a very limited supply, nobody here has it.
>>2691920
yep, mechanical stuff is among the things i want to learn how to draw, alongside pretty much everything else.
meanwhile you let your subject matter be limited by retarded buzzwords, i wonder who out of the two of us will turn out to be the more versatile artist? :^)
>>2687972
why... why is the gun in the worst possible place? Extremely limited angle, way too low for such a high profile, whats the purpose of the top turret/head anyways?
Christ.
>>2688011
Having this motherfucker chase you through a winter forest would be terrifying.
>>2694977
Because if everything followed function all designs would look the same.
https://www.youtube.com/watch?v=cPjwkvtm3Wk
https://www.youtube.com/watch?v=YQQc2raKfNU
A useful way to think about it is
1.-Mechanics: How the basic skeleton works. Looking at industrial robots helps a lot.
2.-Paneling: How to protect the mechanisms.
3.-Grebble: Add from real life for major believability http://www.denofgeek.com/movies/star-wars/36450/greebles-how-tiny-details-make-a-huge-star-wars-universe
>>2689896
I know some mecha designers like Shoji Kawamori have a background in actual engineering.
>>2695590
>3.-Grebble: Add from real life for major believability http://www.denofgeek.com/movies/star-wars/36450/greebles-how-tiny-details-make-a-huge-star-wars-universe
Don't do this.
>>2695575
lmao you are retarded. Got any more of those intellectual witticisms up your ass that you want to share anon?
>>2689927
Drawing things from your imagination definitely yields a more unique and interesting design than photobashing some greebley machine parts together.
>>2696718
Not an argument.
>>2696724
He's not wrong bud. Why do you think most tanks look exactly the same? If we were to consider function over form we'd never have mechs to begin with.