![]() ![]() That is a cheesy example, but it shows what I mean by fantasy/sci-fi/non-existent stuff still being reality I agree that you don't have to be able to draw per se to be a good artist, but IMO it's by far the fastest way to learn the foundations. They are basically full on sci-fi fantasy, but considering they walk on land in gravity, you wouldn't design them so far fetched that they are so top heavy that they would fall over, rather you would still design the legs to look like the could hold the mech up over its center of gravity(despite how not realistic Mechs are in the first place). ![]() It is like designing huge robots(a la Mechs of battletech). And basing fantasy concepts on realistic reference helps with this. And it is indeed true that no matter how "fantasy" something is, it still should be somewhat believable/explainable, even on its own terms. I think I was misunderstood because of how I accentuated the fact that things that don't actually exist in life are hard to model based off of reference pictures without that in between of concept art. Blender is the only free choice that really compares with paid software, despite the quirks you have to deal with.Ĭlick to expand.On the contrary, I'm just stating that since I can't draw, I do like the good artist does using real references, except I skip the drawing part and go straight to the modelling. I have used a little program called "Alchemy" with coming up with some simple things for example for top-down enemies, or even frontal views of things, but this is still not good for concepts, rather just to get some shapes drawn out.Ībout the software, I still think Blender is worth it, unless you have the money for other software. So, being able to draw is great so you can make your own reference images. But if you want something completely original for a game project, you are going to have trouble, except for that you can base your original idea off of references combined with some originality, which is what I do since I can't draw. You can easily grab some reference images, and you can usually find them at the angles you want. My problem, due to lack of being able to draw, is coming up with unique concepts. I can't draw much, but I've learned somewhat to model. I'm going to lump modelling and sculpting into the same topic, though they aren't exactly the same, since the question could apply to both. Mudbox isn't the best tool for posing a figure - Zbrush really has the best posing tools out of all the sculpting packages. And you might want to use a different tool - I believe there is an extrude tool which works like your wanting.Īlso - don't forget - you can sculpt the shape into the surface - that same shape could be cut out of the sphere shape.īut I'd suggest maybe working from a lowpoly model, importing it in to get the base shapes down. The way your working - above in the screen shots - you'd need to add another layer of sub division to extrude more. Most modelers - when dealing with low poly either start off with a cube/box/cylinder.īut for a head sculpt I think a sphere would be a fine starting point. Starting with a sphere really isn't the best approach - even though it's what most of the sculpting packages have by default. Last I used Mudbox they had a default human shape which was a good starting point for most anything humanoid. Click to expand.Most people import a base mesh into a sculpting package or start with one of the default meshes. Anton is a bit of a 3D Coat master, “I’ve been using 3D Coat on an everyday basis for the last two years, and I talk extensively about utilizing the software at its best, being at the same time aware of the bugs and joint issues.” Get Designing a Mech in 3D Coatĭownload Anton’s 3D Coat class and get a 25% Discount using the code lesterbanks25 for the next two weeks.Īnton supports his tutorials and answers questions on his discord. ![]() Tenitsky’s new course is a whopping 43 videos (the majority are short, roughly 3-5 minutes each). Anton pays special attention to creating proper joints for the various parts of the mech model. The premium tutorial starts from a rough 3D sketch and then moves to heavy, posable assembly. If you are looking to get started with 3D Coat’s modeling techniques, the “designing Massive Mech” in 3D Coat is for you. Check Out Anton Tenitsky’s course showing how to design a mech in 3D Coat.Īnton Tenitsky has a new in-depth course showing how to design complex robots in 3D Coat. ![]()
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