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The Gnomon Workshop - Mechanical Character Design with Joe Peterson | 2.08GB
在本教程中,概念设计师乔·彼得森打破的过程中,只用了一个故事大纲为出发点建立一个力学性质。一个可信的科幻未来世界的首要前提是,乔载一个高科技特警队设计一个适当的机械化部队。他开始讨论这个最初的想法是如何影响整个设计的过程中,开始收集和参考一路到最后的细节和渲染阶段。乔演示如何一次的技术水平决定的,力学的外观和功能都更容易设计。在整个教程中,他讨论使用比使用现实世界中的设计元素和建立一个视觉设计词汇的重要性,以帮助做出明智的设计选择适当的机械设计,导致想象力之间的平衡。走的每一步,从最初的草图,细化,细节和最终渲染,乔显示他平衡想象力与现实世界中的设计,提供一个有说服力的,但独特性和创造性的机械设计功能的过程。他还讨论了如何围绕故事或设置的需求,确保您的机械设计的背景下,将有助于推动你的创意决定沿途帧。本教程提供各种技术和工艺,为建立和完善的机械设计,旨在不仅看起来很酷,但也传达其功能一目了然。
In this tutorial, concept designer Joe Peterson breaks down the process of creating a mechanical character using only a story outline as the starting point. With the initial premise being a believable sci-fi future world, Joe sets out to design an appropriate mechanized unit for a high-tech SWAT team. He begins by discussing how this initial idea influences the entire design process, beginning with reference gathering and following all the way to the final detailing and rendering phases. Joe demonstrates how, once a level of technology is decided on, the appearance and features of the mechanics are much easier to design. Throughout the tutorial, he discusses the balance between using imagination over using real-world design elements and the importance of building up a visual design vocabulary to help make informed design choices, leading to appropriate mechanical designs. By walking through every step, from initial sketch, to refinement, detailing and final rendering, Joe shows his process of balancing imaginative features with real-world design to deliver a convincing, yet unique and creative mechanical design. He also discusses how to frame your mechanical design around the needs of the story or setting, ensuring that the context will help drive your creative decisions along the way. This tutorial offers various techniques and processes for creating and refining a mechanical design that is intended to not only look cool, but also communicate its function at a glance.
Duration: 3hrs 20m
1.Plan and Reference
2.Rough Sketch
3.Adding Links
4.Mechanical Details
5.Bringing the Sketch Together
6.Refining the Sketch
7.Adding Modules
8.Adding More Modules
9.Basic Colors and Shading
10.Begining Details and Cleanup
11.Changing Colors and Additional Detail
12.Ammo Belt Detail
13.Additional Cleanup and Refinement
14.Proportion Check and Final Tweaks
15.Decals and Stickers
16.Finishing Touches
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