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It's finals week here at FZD. Check out these cool room cutaway designs by our term 2 students. This design project calls for 1 vehicle, 1 main room and 1 hidden room for a specific job class (thief, hacker, smuggler, etc.) A bunch more can be seen here: https://t.co/OLcUhp9E5K
Something so comforting about drawing rustic farm houses on a rainy morning.
@andreformaggi Sure! For characters, it'll be front view. Creature designs are really fun to explore in side views.
Staring at a perfectly clean white canvas can be intimidating, making you tense up before even starting. However, by sketching on a textured canvas, your mind can relax because the starting point is already not perfect. This method helped me greatly back in school. Give it a try.
As designers, we need to "see the extraordinary in the ordinary." Back in elementary school, I used to pretend pencils were giant starships. The dirt piles in the backyard became alien planets. By looking at the things around you differently, you can discovery whole new worlds.
The two techniques I use the most for figuring out designs are "markers first" and quick thumbnails. Both methods allow for free exploration without stressful commitment. I especially love "markers first" because it just feels so loose, allowing me to stay relaxed while thinking.
Old demo I did for ImagineFX magazine back in 2011. The tools and techniques have changed so much since then, but the fundamentals remain the same. I would love to revisit this "bug tech" world one of these days.
To showcase new environments, I find 3 images usually does the trick. 1 - Establishing exterior shot, 2 - Entrance area, 3 - Key area (where story will take place). These 3 shots should give your clients enough understanding of the overall space. 🎨
How bad did you ever want something? For me, it was my dream to work on Star Wars. When given a 4 days test to design stuff to show George on Friday, I forwent sleep and just jammed away. Produced 20+ traditional drawings, all hand plotted. Had so much fun and got the gig.