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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.
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PSD with all layer of my previous work PYRO asahisuperdry.deviantart.com/a… in LOW resolution but still enough to understand the process i guess
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Mass Effect 3, Cerberus Atlas BioWare/EA.

You are free to use this reference however you wish. You can also download the full size version for a better quality image.

My full list of references can be found here.

Permission document attached.
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insert laughable inbetween Boog and Mech

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okay...this is just the basics of the basics....that came off the top of me noggin...just wanted to get those out of the way before I do a sketch tutorial which will be part two. Its not really dial up friendly by the way and I didnt really want to waste ink on small doodles that still got their points across loud and clear. And the things I have stated basically apply for ALL mechs bipedal, multipedal, you name it.

I hope this helps or at least aids some of you folk who are having trouble doing mechanincal design

enjoy!
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So here it is, my first trully non .pdo release. As i promised, i shall share the template! Let me know if you encounter any problem, just PrntScr the problematic area and sketch over it for flaws, and show me. I'll take the repair job ASAP.

This project is a colaboration between me, Reza Ilyasa and Tomas Overbai.
Samurai Bot as seen in Ichido comic book series.

Edit: a bit trouble, deviantArt doesn't allow me to post .rar file under the artisan craft-papercraft category, so i'll submit it as 3D model instead.

If you are'nt sure how it's going to look like when it's done, see here: loone-wolf.deviantart.com/art/…
That will give you the preview of what you are going to build. Good luck and have fun! :)
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Thumbnails and speedpaint for the
TL-4 by TurboSolovey
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Old ruins of the priory up on the cliffs at Tynemouth.
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Another mecha.
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Attention!
I do not consider this work as a tutorial. It is just my work process. Maybe it will be useful for someone, maybe someone will give me helpful advise how to do better.



Result is here

Whole series [link]




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By Phil "V2Buster" Kwok

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).

IMG 1)
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.

IMG 2)
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.

IMG 3)
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.

IMG 4)
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.

IMG 5)
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.

IMG 6)
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.

IMG 7)
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.


Ta Da! All finished. [link]
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