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CONCEPTUALIZATION SECRETS |
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ORIGINAL AND COOL: NO EASY TASK! Consider that if a cool original design were easy to develop, you would see a lot more successful artists and creative products than there are. In the field of anime/comics/sci-fi entertainment, superb quality is maybe 1 in a 100, if that, and every one of the other 99 tried hard to be the 1. Larger is the disparity between individuals who have an idea and want to get published, and those who actually do. What all this means is the ingredients to come up with something cool and original are rare. The plus side to this however, is that with any rare commodity, the value is increased, and glory greater for achieving it. INGREDIENTS - Inspiration: the works of others; something you love. WHAT CAN GO WRONG In my experience with amateur artists, or artist that will never create that “WOW!” work, they are missing one main ingredient: enough work. CAUSES OF FAILURE - Not seeing the idea
in one’s head before starting concept sketches |
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I use a drafting table, and sometimes I really get into my work, but I do better when I sit back. I use a 0.5 lead mechanical pencil, a white drafting type eraser, and layout paper for drawing. I use a scanner or digital camera to get drawings into the computer. | |||||||||||||||||||||||||||||||||||||||
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CREATION SECRETS - See the idea in head
first, THEN start drawing |
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Left: A copy holder is a simple yet powerful tool for artists. Right: I just had this idea for a cool looking battloid hinge, so I sketched it real quick with a pen. |
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| REVERSE
ENGINEERING A MECH DESIGN
To understand the principals of excellent design, we’ll now study a Japanese master. The below image is the completed sketch work for a Mobilesuit mech, "TR-eX". A common misconception would be that the artist just sat down and sketched out that one picture, without any other drawings that led to it. The red obviously is my notes. |
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Image
taken from Hobby Magazine, http://www.mediaworks.co.jp/special/HOBBY/ |
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Above and Right: The fat lower leg pieces give the mech character, as well as the arm shields and rear jet. This artist took a chance and made the connection between the chest and shoulder area thin, which might be perceived as a weakness. Observe that thin area might accentuate or make more dramatic another area, or allow for another design feature to be used without a problem. (One problem I found is that if the chest area is too large, the shoulders will look too wide.) See here how the smaller chest area makes room for those shield pieces on the side. Imagine the mech without those arm shields, and the chest area would seem too small. Next observe the fat lower leg area, and excellent feet design. Consider how the mass adds a sense of sturdiness to the humanoid figure, and again, consider the balance created by the long arm shields; the legs might seem too large were it not for the large shapes of the shields above. Along the same lines, the waist of the figure is noticeably thinner than both the chest and hip area, thus defining these body parts to the observer. We don’t know why that center hip piece protrudes like that, but it looks cool and mechanical thanks to those two little rectangular indentations on the side. |
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| The assembled plastic model, a professional work requiring talent and dedication. | ||||||||||||||||||||||||||||||||||||||||
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may seem easy when you look at it, but lots of work and previous design study
went into this mech. As with any specialized field, there is a toolset the artist
has to accomplish good design. The art of designing fantasy mecha is the ability
to add features that have the appearance of real mechanical parts. Therefore
an INVENTORY of such feature types will give your design a professional look.
To gain such an inventory, knowing you are going to design a mech, you can look
in magazines or on-line for mechanical illustrations, and start collecting interesting
reference items. You might see a vent on the side of an aircraft, and take a
snap or sketch of it.
SUMMERY ITEMS: - Balance: larger/smaller, fatter thicker |
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