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Sketching

Cinema 4D Science Fiction posted on Apr 24, 2003
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Description


I'm in the middle of a project at the moment that makes grabbing time to put together full peices quite difficult. I thought, instead, as a nice change from some of the things we've had on the gallery, I'd post this, which isn't about the quality of the image per-se. When putting together a scene for a render, I tend to do a little more than I do when I'm just modelling things. I get an idea, put it on paper and leave it for a few days, maybe adding notes, maybe throwing it in the bin. When I have something I think will work, I start building what you see here, which as close as I can describe it is actually 2 sketches. 1 of them is the underlying model, which gives me a feel for the lighting, the proportions etc, and it really useful to refer back to while I work, the other is what you see here, a quick render with some sketches put on top that help me get a good idea of how I want it to look when I'm finished. I tend to use Alias Sketchbook on a low quality stochastic render (a free version of sketchbook is available from the alias site and is *great* if you have a graphics pad). I'm interested, does anyone else do anything like this? do you keep it on paper or do you just sit down and have a go?

Comments (5)


Nexus-uk

4:38PM | Thu, 24 April 2003

Some here may just about recognise this as a Wolfhound, from Battletech (tech readout 3050).

)

Curious

7:55PM | Thu, 24 April 2003

i just sit down and have a go, but its pretty cool the way u do it X)

Nexus-uk

11:16AM | Fri, 25 April 2003

A little relevant, heres a quote from the Homeworld dev diary that I was suprised to see (the quote not the diary): The first step, as in all things art-related, is to create a comp (something we touched on in the first of these diaries). The ship artist sits down with our Art Director, Rob Cunningham, as he creates and iterates concept art until the ship starts to take shape. Using that comp, the artist roughs out a model in Maya. Consisting of basic shapes and pieces lifted from existing ships, it's a very loose approximation of what the final ship mesh will look like. Screenshots of the mesh are taken from a number of angles and used to create an overpaint, a second stage iteration of the original comp. Click to Enlarge This overpaint generates a much higher level of detail for the ship, outlining texture motifs like bridge lights, color schemes and lines of action. It's the first true visualization of what the final texture is going to be. Returning to Maya, the artist uses this overpaint to create the final model. Working within the polygon budget, he crams in as much detail as possible (e.g. antennae, doors, weapons, turrets, engine details, etc).

)

remcv8

12:29AM | Sat, 26 April 2003

You are the kind of Peeps we need around here!!! HUGE THANKS for the tip!!! Very useful.

Wladamire

10:27PM | Fri, 02 May 2003

nexus excellent work I am not familiar with btech (i just never read the books or played the game) but i do know the old wolfie :D good work man. People at www.mektek.net would appreciate this. Post it in their forums or gallery its a+ I am working on the new wolfie as my first model. Unless I do the Cinema contest first :P


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