This is not really a tutorial, so much as an explanation of how I find myself working these days. I’d like to start doing some tutorials/explanations of how I work and how I come up with designs in case in might be of use to someone. I will probably expand this description soon, but I wanted to get it out there before the end of my vacation.
Downloading the full sized image should show the steps better.
This is another OLD mech model I made. The offical name is DB810-MV-K Hellfyre MS. It was based on a design drawn by Have fun with it. Press the "DOWNLOAD TO DESKTOP" button under the picture to download the .zip file.
COPY OF README FILE -- PLEASE READ!
TUESDAY APRIL 12th 2005
Mech model DB810-MV-K HELLFYRE MS by: THEDARKBANDITKING - COPYRIGHT THEDARKBANDITKING // firstname.lastname@example.org (BASED ON DESIGN BY)--> AnimeFreak40K -- [link]
I offer this old mech model free for non-commercial USE ONLY!!!! I offer this model only through my DEVIANTART GALLERY. [link]
PLEASE DO NOT EDIT THIS MODEL>
PLEASE DO NOT OFFER THIS MODEL FOR DOWNLOAD ON YOUR WEBSITE OR ANY OTHER MEANS>
IF YOU USE THIS PLEASE GIVE CREDIT TO ME (THEDARKBANDITKING) AND SUBMIT A LINK TO MY DEVIANTART PAGE --> [link]
The .3ds file was tested with and worked with-
3D Studio Max 7.0
The .obj file was tested and worked with-
3D Studio max 7.0
I hope you enjoy this and please let me know if you make any renders with it. THANK YOU! -thedarkbanditking
join the ART REFERENCE VAULT to find more pictures like this!
after wasting hours upon hours searching the net for every little pic i could find of which ever character i was drawing at the time i had a google induced dream...form a group on D.A. a group for all those artist like myself trying to find a pic of a certain character, but all you seem to find are pixelated blobs! well Art Reference Vault is for you!
all the pictures that will be uploaded are strictly for artists as a reference tool.
also we're looking for members to contribute screenshots,model sheets,animation cels anything that depicts any characters that exist,as long as they are decent quality pictures...but sometimes you gotta take what you can get!
this isn't about any one character this is for any known property from cartoon/comics/toys/tv/movies/video games...and whatever i'm leaving out.
What a lot of people don't understand when they're drawing humanoid bipedal mech is that they have to treat as if it is a bipedal humanoid. The very same drawing rules that apply to the figure drawing you do apply to drawing mechs as well. The only difference is that the mech involves a lot of intersecting straight lines in 3D space, a headache for anyone not well practiced in being able to visualize perspective properly (I'll tackle simple perspective right after this). Another problem is that since most mechs are very intricate in their details, from certain panel line patterns to armor placement, many beginning mech artists pay too much attention to these "decorations" instead of making sure that the figure beneath it is sound and letting the details take care of themselves. So, without further ado, let's take a try at drawin a mech with a simple figure that has a decent amount of surface detail to demonstrate the way I find works for producing good looking profile pics for mechs (being able to draw action pics builds on the things learnt from this lesson).
Start off lightly sketching a stick/skeleton to help visualize the figure as a whole. Is the pose what you want? Are the proportions from joint to joint and mass to mass correct? Will the picture fit in the space you want? etc. You can also start to block in certain parts at this stage as I have. With Gundam type mechs as I'm doing here, often the calf is exagerrated while the thigh is shortened slightly, as is done here.
Now that the pose is correct, we can start to put the armor on. Don't worry about the detail on the armor yet, just make sure that all the amor have correct reference points and that all their perspectives are properly lined up.
Start sketching in roughly where you want the details to go. Don't worry about getting them perfect now, cause then you probably won't get them perfect later. Find the right time to peak, so to say.
On top of your rough sketch, start putting done your good lines. Let the feel of the sketch guide you, let the design flow and come out by itself. Don't force any parts where they don't belong. Be careful to balance negative space(white) with positives space(black lines). Once you've finished, you can get rid of your sketch lines and start coloring.
Now, there is no right way to color a mech. You could go for cel shading, or comic tones, or computer coloring, maybe even painting it like Cass does. Doesn't matter. Just try to get a color scheme that makes you happy but isn't gaudy. Even with color, this seems a bit plain. Let's stick in some weapons.
Again, just lightly sketch in the general shape and idea of the weapons, not worrying about the final product but rather letting the design flow through.
Almost done. All we have to do now is add some color to those weapons. Also, the white background is a bit drab, so let's add a quick colored one.
This is the Forerunner Font from Halo video game series. This font includes all 26 (ENG) symbols from A-Z, upper and lower case, as well as numbers from 0-9.
Copyright: This font is licensed under Creative Commons: Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). While the font itself is made by me, the design was originally developed by Bungie Studios, as such I cannot give commercial usage permissions for this font.
Installation Place "ForerunnerFontv2.ttf" into the "Fonts" folder, located in the "Windows" dir.