[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique

Search:


View post   

>> No.2736718 [View]
File: 203 KB, 1080x1080, 14592152_217969858621448_4709082828590022656_n(1).jpg [View same] [iqdb] [saucenao] [google]
2736718

>>2736709
Yeah, pappa robinson is great.

I guess what they really drove home at my uni was to have confidence in your linework. In this vein, my personal sketching style is heavily influenced by people like Kim Jung Gi, Dave Rapoza, among a lot of other artists.

Just start simple, make the product as bare bones as you can, then start making complex design choices like ergonomics, aesthetics, materials and shit. You'll always see 3D artists starting with a sphere or cube and building off that basic shape, so follow that process, always comparing your design to how you want to solve those pain points (the contextual problems).

And USE REFERENCES AND RESEARCH, art books, google images, manufacturing cross sections and 3D models are all great.

You dont need to redesign a cars suspension system or how a revolver operates, that shit is tried and tested already, just use what you know works, and innovate on things you think you can do better.

>> No.2716885 [View]
File: 203 KB, 1080x1080, 14592152_217969858621448_4709082828590022656_n(1).jpg [View same] [iqdb] [saucenao] [google]
2716885

character design stuff 1/2

Navigation
View posts[+24][+48][+96]