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so /m/ how i should draw a mech and how i improve?

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Thread replies: 54
Thread images: 19

File: mecha1.png (4KB, 559x524px) Image search: [Google]
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so /m/ how i should draw a mech and how i improve?
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needs more blue.
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>>14880994
that could be an option also i think in green
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File: robot rabotnik.jpg (45KB, 355x519px) Image search: [Google]
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Have you tried spinning? That's a good trick
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>>14880975
more guns
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>>14880975
YOU GOT SERVED PUNK
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>>14880975
Add more miniguns
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>>14880975
Go to the library, visit the vehicle/weapon/technology section, read and take out all the books that interest you.
This will help with inspiration.

Meanwhile, watch a ton of Scott Robertson videos, read his books, and practice drawing shapes and form for at least 8 hours a day, per /ic/ rules.
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>>14880975
go to bathroom, make sure you wash your hands, poop at least 10 times a day.
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>>14880994

this is what I immediately though
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>>14880975

you need to learn a thing or two about perspective
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>>14880975
More dakka.
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>>14881337

wait a minute, those digits
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>>14880975
Well, this is coming from my personal perspective. I've been recently doing some sketching / designing for project of mine, and tidbits I have found out:

>Silhouette
Very important. Mechanical detail can easily drown out, but general silhouette / design strikes out more. Is the mech top-heavy. fat-bottomed, crouched, towering, etc. It can also give impression of how it will fight, what its purpose it, is it possible a mech of a hero...

>Iterate
You probably will fail, but keep sketching. Designing is hard, and failing is part of that. Take ideas you you like and keep them, and move onto issues that you are unhappy with.

>Coherent aesthetic
This is sorta important when working with multiple mechs / factions. A faction has an overarching design-choices and visual cues, like sleekness, colouring, shapes etc. Kinda like Zeon has mono-eyes.
Having the sort of established aesthetic for mech is a good starting point.

Of course, knowing how to draw things in general is also important.
Attached are some recent sketches I made. Some are mspaint toodles when I lacked tablet, but blergh.
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>>14881337
>spinning
what do you mean? also that looks so good
>>14881485
nice
>>14881494
thanks
>>14882061
i will take note about it
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>>14880975
I don't think it's a bad start. Way better than what BattleTech subsisted on for over 20 years.

Actually, reminds me of the mobile workers in G:IBO.
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File: bodyrender5.jpg (329KB, 2007x1446px) Image search: [Google]
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Any thoughts on this rough design? It's for a game project.
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>>14885716
yeah something like that any way what is this?
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>>14885728
3D model for a game I'm developing. Here's the original sketch I drew.
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>>14885733
its nice what program was used?
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>>14885740
Drew it on paper first, then scanned it and traced over the lines in Krita.
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>>14885749
thanks i will check it
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File: Graze_HQ_front_lineart.png (165KB, 851x1200px) Image search: [Google]
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>>14885716
>>14885733
Looks a bit like a Graze
>>
>>14885716
You did this in Modo, right? I remember an anon or two posting stuff done in Modo for projects from time to time here.
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>>14885898
It's Blender. I've posted some other renders here before.
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>>14880975
>>
what is this?
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>>14889647
/m/, an image board on the website 4chan.
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File: backburner.png (274KB, 649x866px) Image search: [Google]
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>>14880975
git gud.

Learn 3D shapes. Learn how to draw objects at different angles based off the reference image alone.
This will train your mind to be able to draw complex shapes, no problem.

pic related. There are hardly any good reference images for the new voltron mech but i could still draw him
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>>14885716
Reminds me of the Nexts from AC4A
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>>14880975
that kinda looks like an oven with legs
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>>14880975
>criticize mecha design all the time
>can't even draw it

come the fuck on /m/
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>>14882061
You pic looks digimon like in some of them.
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>>14885716
You may want to make a bone structure or frame for the bone to be built around to keep your anatomy there. Also it reminds me of the mechas in the phone game break arts. Windom xp is a good reference for animating simple movement for robots.
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>>14880975
Go to /ic/, learn vitruvian man/scale, change pattern of anatomy to fit needs, never draw most limbs with a 180 deg angle, joints and fine details go last after mapping your anatomical structure.
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>>14882214
Spinning the paper to make angles and curves easier to draw. Also an episode I meme.
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File: ded hedgeheog.png (131KB, 1222x1277px) Image search: [Google]
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I was designing a robot that could catch and kill Sonic the hedgehog

it's kind of shit because I did with my mouse but the lightning bolts allow him to go fast enough to catch Sonic
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>>14882061
The top left one is great.
The big one in the middle kinda looks like a digimon but it´s still good, I like all of these.
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>>14892310
>I was designing a robot that could catch and kill Sonic the hedgehog

You do that literally every day, Dr. Robotnik.
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File: hato_mech.png (154KB, 693x747px) Image search: [Google]
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>>14891402
>>14892989
Well, I guess it can't be helped. I liked Digimon, but I don't think it was much of an influence. Perhaps it is the eyes?

Still, thanks.
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>>14893857
I can see the digimon in it as well, thougb i still love digmon to this day. The middle one with wing, its face reminds me of infermon
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>>14889694
Yeah, my game is heavily inspired by Armored Core.
Here's what the design looks like in game:
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>>14882061
These look like you tried to merge design elements from Nagano and Shinkawa. I don't think they mesh very well.

Also, work on your proportions. Seriously.
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>>14893857
>crotch head
Hell yeah dude
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>>14894384
I would personally go for a little less humanoid proportions by:
- Making the upper chest bigger and more elongated frontally, while keeping the aggressive angles.
- Shortening the waist.
- A bit larger and less thin feet.

Just copy white glint really, it's a masterpiece.
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>>14880975
>
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>>14902131
>The microwave can open and perform a beam attack of pure radiation, ala Godzilla's atomic breath or the Getter Beam
>But it still can't evenly reheat a bowl of pasta
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>>14900784
I'll keep that in mind when I start working on the final art assets.
There's an AC-like customization system, so I have to design and model about 30 different parts.
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>>14902289
have you seen this

https://www.youtube.com/watch?v=hKdcXqHZQxQ
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>>14902582
Yeah, pretty cool. My game controls differently from AC though, it's a first person VR game where the movement is slaved the to pilot like in FMP.
>>
Like this.
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>>14902131
i must admit that i like the microwave oven
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File: sketch4.jpg (712KB, 2016x1512px) Image search: [Google]
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>>14902289
And here's some concept sketches for heads.
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>>14880975
Silhouette is everything, but you must also consider what kind of leitmotiv you want senpai.
>what's its purpose? A unique hero mech, a grunt?
>what's its role?
>what's the settings like?
And most importantly
>what style are you going to follow?
For example, TTGL could get away with silly or goofy designs because the whole setting was stretchy-bendy super-cool, conversely VOTOMS is super-gritty and it's more realistic.
Thread posts: 54
Thread images: 19


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