Gnomon Training - Mechanical Character Design with Joe Peterson (2013)
English | 200 mins | AVC1 1280x720 15 fps | AAC 96 Kbps 44.1 KHz | 2.08 GB
Genre: eLearning / Digital Painting
In this tutorial, concept designer Joe Peterson breaks down the process of creating a mechanical character using only a story outline as the starting point. With the initial premise being a believable sci-fi future world, Joe sets out to design an appropriate mechanized unit for a high-tech SWAT team. He begins by discussing how this initial idea influences the entire design process, beginning with reference gathering and following all the way to the final detailing and rendering phases.
Joe demonstrates how, once a level of technology is decided on, the appearance and features of the mechanics are much easier to design. Throughout the tutorial, he discusses the balance between using imagination over using real-world design elements and the importance of building up a visual design vocabulary to help make informed design choices, leading to appropriate mechanical designs. By walking through every step, from initial sketch, to refinement, detailing and final rendering, Joe shows his process of balancing imaginative features with real-world design to deliver a convincing, yet unique and creative mechanical design. He also discusses how to frame your mechanical design around the needs of the story or setting, ensuring that the context will help drive your creative decisions along the way. This tutorial offers various techniques and processes for creating and refining a mechanical design that is intended to not only look cool, but also communicate its function at a glance.
Importance of Reference
Story Driven Design
Plan and Reference
Bringing the Sketch Together
Refining the Sketch
Adding More Modules
Basic Colors and Shading
Beginning Details and Cleanup
Changing Colors and Additional Detail
Ammo Belt Detail
Additional Cleanup and Refinement
Proportion Check and Final Tweaks
Decals and Stickers
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