So
where do you start when you are on a new project. Do you just go with
the first thing that just pops into your head and go with that all
the way through? A lot of people would. But it's more than that.
There is more of a plan that should be followed. You need to think
methodically and in detail. You can not go into the work head over
heels in what you want something to look like. I found that I did
this a lot, and I wished I never did. I learnt that there is a simple
step by step in which you work through. You need to evolve your work
through every drawing and model you do. I follow an easy but
effective plan.
First
of all when given a brief I start with the internet. The internet is
a wonderful place and this is where you start. It can bring some
disturbing pictures but also the beautiful. I search for everything
and anything, when it's completely related or it has one link between
the brief and the picture. Everything counts. A lot of the time this
is where you get inspiration on where you want to take the project,
or you find you have multi inspirations and thus have to explore
further. I find that I do an overall mood board or pictures I find. I
then refine this mood board so that I have multiple boards of things
that I have refined. An example would be if I am searching images for
a character I would start looking at the overall character, look at
the human anatomy. I'd then go onto making a mood board of hair, then
make-up, clothing, body shape, scars, anything that pops to mind that
fits the brief. Normally as I’m refining I find that I get
inspiration from either one board or bits and pieces of boards. This
normally goes into more refinement. Once this is done I move onto
drawing.
Once
I’ve settled into what I want to do I start with silhouettes.
Silhouettes are used for exploration of different shapes, sizes,
structures and more. If you are working on a project with mechs, it
would normally start with something that has bulky shapes. A lot of
rectangles and squares. It can include other shapes which will show
the shape, the structure internally of some of the silhouettes. This
is very good as showing some detail such as hydraulic pipes can give
that silhouette a bit more depth. Using a variety of sized shapes
also works well. It could be the same shape but different size can
give it more depth and also show it's structure. If you are wanting a
huge machine gun on top of the mech you would use a large square like
shape. If the body was a square shape too, you would use a smaller
shape. This gives it form and depth by only using two different
sizes. It doesn't have to be two different sizes, it can be a
variation of sizes. From the foundation of silhouettes which should
vary between 10-40, I would pick those that I can refine to a crisp.
This would normally consist of about 5-10 silhouettes. These
silhouettes will be slightly larger in size overall and have more
refined areas. Such as more in depth internal structure, more wires
and pipes, body/armour shapes and more. With these it takes a lot of
time and thought, but also something that you should do on a whim.
Something that you should just grab and put down on paper before it's
gone. All ideas are not a waste, they can be invaluable. Make every
single drawing count.
Once
that is done it's more of moving onto the detail in colour or black
and white. It's taking your silhouettes and bringing them to life.
Making them something worthy of life. Normally it's more than one
silhouette that becomes alive. It does not have to be in significant
detail but more suggestively detail. So you are showing where parts
are but not putting every detail into it. This shows the
understanding of parts and portrays to others what you know and where
parts will fit together later on in the final drawing. A lot of the
time you can take your silhouette into a programme such as 3DS Max
and create a high poly model in which you can paint over in detail or
get some orthographic renders. A lot of people work in different
ways. Some may even bash kit their model to just use as a paint over
and not their final poly model. These are all great ways of working
especially If you are not brilliant in working on perspective.
From
here it normally leads into detail or an exploded diagram of your
model. This where you can show the internal structure of engines,
pipes, interior, vents, hydraulics, and more. This is really where
you can show off. It may not be physically seen on the outside once
everything is complete but can really help in place parts that may
lead to the outside.
Once
the whole model is made, it is normally on to the colour pallette.
This is quite vital as you wouldn't make a stealth jet bright neon
pink or lime. Bit stupid really. This is where theory of the colour
wheel comes in. You need to know what goes with what. Learn about the
environment, and what colours there are in the world around you. You
need to look at all aspects and take colours that work well. If it is
for a recreational vehicle you'd use simple primary colours, maybe
desaturate them a little. If it's for a 80's character, you'd include
maybe some bright primary colours, some secondary and tertiary, but
none that are really desaturated. If you are working on a stealth
vehicle you'd go with natural environment colours such as dark greens
and browns. Every colour needs to mean something and needs to work
with the model you are working on.
Once
that has come together from there it is the final image. The
in-situation image of where you create a environment of your choice
and merge your model into the image. This will give it that final
push and be what you want it to be. This is where you create the
world in which you think that model fits in to. This will be your
final show off, of what you made. Everything that you went through
should be shown in this final picture.
This
is the plan that I work to. I also look for feedback when need be and
maybe even go back a few steps and start again. Its all about what
you are comfortable with and what you want to make your model into
and how you want it to evolve around your brief.
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