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Osaka's doodling

Re: Osaka's doodles... And maybe comissions.


That's pretty much my M.O., moreso since I use a mouse, not the most precise of drawing tools.

I'd suggest using 'flip horizontal' at regular intervals (and before you start on the finer details), as it's easy to make errors in proportion, especially when you're using a large brush size.
 
Re: Osaka's doodles... And maybe comissions.

Ah, I see.

I like the way you're aware of how light projects - something I'm not very good at yet.
Know a good technique to practice this?
A way to study?
 
Re: Osaka's doodles... And maybe comissions.

Can't give much advice there, except to study works by professional artists.

Come to think of it, I find it very useful to examine B&W photos, since they give a clearer picture of how different types of light and shadow interact without the distraction of colour. Try replicating a photo of, say, Michelangelo's David or Moses. Photos of WW2 AFVs in action are good subjects, too.

I also work at a foundry, so I get to observe different materials under odd lighting conditions a lot of the time.
 
Re: Osaka's doodles... And maybe comissions.

Oh cool. Steel works and the like?

How are you with working with multiple light-sources of different color (say one white, one gold - like molten metal)?
 
Re: Osaka's doodles... And maybe comissions.

There's obviously a number of factors, such as light intensity & surface texture, but, in general, the side of an object with a matte finish facing the white light source gets rendered in its actual colour while the side facing the gold is usually rendered a shade of orange, leaning to red or yellow depending on the object's base colour.

I generally play it by eye and experience. No rules set in stone, just guidelines & what looks right.
 
Re: Osaka's doodles... And maybe comissions.

FELLOW MEATFEASTS

BEHOLD
 

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Re: Osaka's doodles... And maybe comissions.

In a way...it looks as if the picture was taken while the drawing was in motion due to the blur.
 
Re: Osaka's doodles... And maybe comissions.

Preparing for a 3D floor plan.

Room names may change, layouts and compartments are likely to also change. For example, Miles Happy Fun room will unlikely still be called "Miles Happy fun room" when I'm done. This is a placeholder name.

Unless Doc can make it worth my while.

A lot of work still needs to be done and a good chunk of stuff still needs to be fit INTO the casing based on the sketch.

I lost my side-view of the Maras (which I really need) and if anyone has a copy, please PLEASE upload it so I can prepare side-view instead of starting over. :\
 

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Re: Osaka's doodles... And maybe comissions.

Update: Powercut

I've had to start over on the shell (forgot to save after establishing interior).
Actually, isn't so bad - forced myself to work in three dimensions, not two.
Work is slow but steady.

A side-shot would be hugely appreciated.


Note: Eventually what you see will be refined and become a three dimensional mesh, then I begin adding detail. Car manufacturers use this technique: It is known as "Spline Modeling" and involves creating a number of vectors and then forming panels by refining those vectors.

Believe it or not, Iron Man was modeled this way - his resemblence to the new Audi TT is not coincidental!
 

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Re: Osaka's doodles... And maybe comissions.

Wes

If you're about, I'd appreciate a dorsal/top view of the Sakura and a side-view for scale comparison.

Thanks.
 

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Re: Osaka's nonsense

Out of all the incredible work you've done, I'm ashamed to admit that seeing the 'Miles' Happy Fun Room' stuck out in my mind.
 
Re: Osaka's nonsense

Should've heard the discussion on the room when we were brainstorming on the interior. >_>;
 
Re: Osaka's nonsense

Actually, I'm confident that if we keep Miles Happy Fun room (if we do call it that) will have a few environmental issues.

No lighting, damp, low air circulation...

Doc deserves exactly what he gets.
 

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Re: Osaka's nonsense

Brig? Pittbull? ...Such ideas.
Such a wealth of ideas.

The look on Miles' face when it's revealed will be priceless.

More, gentlemen, please.
 
Re: Osaka's nonsense

Well since you have a fabricator, shouldn't you have an assembly floor somewhere on your ship as well?
 
Re: Osaka's nonsense

Cipher said:
Well since you have a fabricator, shouldn't you have an assembly floor somewhere on your ship as well?
Oh, yes. Indeed, infact, I've devoted quite a large amount of floor-space to it in my sketches.

The interface room is opposite what used to be medical (which is now a disk shaped room with a number of specialized containers which might become vertical gravity-wake medical beds).

I've got an empty section further back between the habitation section forward and the reactor/engine power systems in the middle that would be ideal for this. It'll have a direct linkage to the forward hanger/launch bay and probably heavy-goods access to the rear hanger.


Using Deck 3 as a major template for most of what's going to be done with this design, in terms of how I choose to depict the interior in floor plans.

I'll be looking at ways to make the walls look... How shall I put it. "Less samey", as it were.



This is the first time I've thought this long and this hard about a starship. Yes, I know - it's larger than a Sakura Class - but I want everything to have it's place, not be paper thin and invisible.
For example, the armor on the forward/dorsal section is almost a meter and a half thick and each reactor is as tall as a Sakura-Class!

...Sorry. I had experience on the Sakura and I'm applying it to design what'll probably become the Icini Maras, as I'm currently calling it..
 

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Re: Osaka's nonsense

... Wow, I never expected you to actually go along with that, but since you did.

*Gives Osaka a cookie*
 
Re: Osaka's nonsense

Spline Issues:

It has recently come to my attention that I'm unable to spline model due to limitations in the way Cinema 4D actually works.

I was going to try LightWave but review of many tools has me leaning towards an application called Modo 302.

This lets me start with basic geometry and work in a method called SubD or "Sub-Division" and with a graphics tablet, literally paint geometry into a model, sculpting it like clay. It also has a 3:1 efficiency rating over Cinema 4D with faster rendering and tool response times and better Macintosh integration.

Read: This tutorial I'm watching? With SubD, the guy has made a mesh around internal geometry in 13 minutes I once spent 7 hours trying to replicate (and then found out late in I'd BROKEN the symmetry and damaged my model irreparably at that stage).

This frankly gives me a big industrial designer hardon and I'll be re-educating myself to use this application over the next week or two.

Provided you get tutorials, it doesn't seem especially hard to use, either.
Even Doshii could get into 3d modeling if he downloaded a copy (they encourage warez like the Adobe people so when you go into the market, you buy a copy legally, having all the skills you need).


UPDATE
Watching a tutorial for producing a car. This is 16 minutes in (which is an entirely reasonable time to have this kind of mesh complexity - normally, I'd spend something like 45 minutes to 2 hours getting this far).

Realizing you sculpt with a graphics tablet (yay!) - Tangent pinch and carve: Panel Lines in less than a minute.
OH GOD I CAME
 

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