Hello, engineer and artist here! This is extremely accurate and we'll illustrated. I want to add by saying that as a tip. Remember that large machinery is soldered more than screwed. Military vehicles don't tend to have cables loose and finally if you would like to add a bit of realism to your work. Remember to draw engraved symbols in your joints, this has a reason. When we built a manipulator (a robotic extremity) we often indicate which motors and braces are Wich by putting nobs and numbers into them. Sometimes we engrave some of that technical info on the robots to make employees at factories understand them better. Finally remember that vents are used in the hottest places for machinery, mainly the chasis and directly on some motors. You don't always need to add extra big vente in long parts of an arm. But always do so on the motors and torso. Have a good one.
The problem I always run into when drawing mechs. is how much should I think of the function of the parts and how much should just be designed to look interesting.
That entirely depends on how grounded your setting is. There's some rule of thumbs that people generally like mech to be 2/3rds plate and 1/3rd mechanical greeblies. Cartoonish mechs can have all kinds of nonsense packing underneath the hood while grounded mechs should at least have some recognisable working joins. One thing that really helps is searching 'mech joints' on pinterest (i hate pinterest btw), the results are huge. Anyway, just start copying those form multiple angles and after you've filled a couple of pages with them your brain start simprovising mechanical connections by itself.
I am a 3d modeler and I asked a great artist on artstation for advice about filling in blanks from concepts and basically just design questions, he recommended that I check out Visual Design Basics - Intro to Design by Alex Senecha on gumroad. "Best 20 bucks you'll ever spend" and he's right, a lot of basic ideas that might sound like common sense are thoroughly explained and he gives a ton of examples, some are over the top but a lot really helps to understand the concept and ground the concept in your memory.
I used to make mechs 3d models for fun and never used to rig them,once someone asked me for one of it and it was impossible for it to get rigged cause it was so impractical and non functional, my mechs could never actually run cause there legs barely moved after that I got more into functionality and practical use
@@Kozy1Kove given the orientation the join was drawn in, the movement the arrows suggest would be impossible as they would have to clip through one another
thanks! It took a lot of time, but i started using context clues (like cut lines, repeated shapes, etc.) to see the perspective. I talk about it a bit in the sketching figures in perspective video, but I'll touch on it more in the future
3 ปีที่แล้ว +3
or he's just drawing on top of a hidden layer with the image.
Love the way everything was explained! I actually study product design and learned about all those joints but for some reason I never thought of applying those when drawing mechs. It always seemed like such a mystery to me, but now it makes so much more sense thanks to you!
I am not close to James when it comes to lineart. But practise, a lot of practise. Look for tutorials on lineweight. Scott Robertson have a video of it. I hope it will help you out.
first watch videos about lineweight, read books and stuff then practice a lot and try to make something, finally, you regret about the decisions you made and cry all day on your bed, let that self doubt eat you alive. i hope this helps you. :)
Is not Rocket Science. Line weight on overlaps, focal points, ambient oclussion, etc. It needs to be your artistic vision and what do you want to represent with the line weight changes. Some do heavier lineweight in shadow, others do the whole contour with heavy lineweight. You need to develop your sense of design to really make great lineweight.
Possibly the simplest way of looking at it just 1)Understand the form 2)see where the light is supposed to be coming from 3) make thicker lines for darker areas and thinner for lighter areas
Excellent video! I tried and failed to skip basic primitive shape drawing and design my own mecha many times, and I particularly struggled with cut lines. Aside from that, hearing about the 70:30 rule helps me understand why many soldier designs in modern gaming rub me the wrong way!
"And although Im not an expert in design..." haha dude you are at master level! I actually coming back to this video from time to time throughout my illustration progression, each time understanding bit more.. Love your content
Really appreciate your commentary and highlighting the ways the lines translate for the eye of your audience. I’ve got ages to go before I can tackle these, but this is really inspiring.
Question: Do you bother with perspective grids when doing large projects drawing a mech? The rotation of the volumes and their irregular shape due to joints really confuses me in terms of getting perspective right and would love to hear how you think about it.
My biggest problem with designing mecha is just how much detail I WANT to put in. I crave making something as intricate as the models for the Transformers movies (the only good parts about them) or the Iron Man suits (especially during the suiting-up sequences). But that (a) seems to violate that 70/30 rule and (b) takes SO much creative juice to keep coming up with more details AND make the details look like they have some function, even if what isn't clear.
you are amazing at drawing things without a reference for perspective, but I wanted to ask you how you manage to mantain symmetry on symmetrical parts like arms and legs. In 8:29 you made some robot legs on the far right figure, but if you look in detail (I repeat, IN DETAIL) you see those are not aligned or symmetrical, both regarding lenghts and angles. Thank you!
Hi, i really loved your video, subscribed. But, a thing i would like to see more in mecha and robot in fiction in general is the power source from the movement of the hinge. You know, when they make the joint, some times, it can make the movement they want but dont have the space or the conection with a power source like a servo motor or pneumatic/hidraulic piston. Beyond the movement you want your hinge to do there must be the thing that makes it moves the way you want. A motor normally would have some gear reduction in robots, there this too. I'm sorry to do this nittpicking, i love this topic so much as a mechanical engeneer student. Keep the good work.
I love drawing and sketicking maxhines, but i always found myself hiding or covering the joints and internals of my machines but always make them like large titan like humans in heavy power armor. Thank you for giving me some perspective.
Traditionally, I like sketching mecha. Doing it digitally, that's another story. Feels weird, different medium, and I'm not too good at straight lines... I use Krita, it works ok with my tablet.
Honestly man i love the sci fi stuff a lot. My main problem with sci fi art is my visual library so if you could do more videos like this in the future that would be awesome. Anyways your channel is my favorite out there when it comes to art
Hey, love your videos! I have a question; to what extent can you draw off the cuff like Kim Jung Gi, without construction lines etc? And is this something you aim to be able to do one day?
I feel really confident drawing without construction, however, my visual library is SEVERELY limited in comparison to him. That will take many many years to develop
moderndayjames Having actually watched the mech video after commenting, I could see that you’re abilities far overshadow my own, lol. I’ve been drawing on and off for years, but watching your channel and getting into Gi’s work has made me realise even more how basic I am. You’ve inspired me to go back to the basics to re-learn and hopefully one day reach where you’re at, so thanks!
there are some mechs that comes to my mind when i was looking at your video. i was thinking about the robots you can see in the franchise "metal gear". these had a pretty geometric and military like design at the beginning. But in the recent versions, they are mostly organic (like the beauty and beast members or even jack). drawing something mechanical and also estetical is maybe more difficule than drawing organic. For example, last year, i had a workshop with my classmate where we have to make a spaceship in the design of the "Dune" movie and inspired by an animal. I personally take an insecte called a "fourmilion" and i was trying to make his legs retracatble. But it is very complicatec because if i wanted that, i have to make the body bigger enough to make them going inside. the result wasn't that bad at the end, but it was a nightmare.
Who the heck would dislike this wholesome content? anyway this video has inspired me to become a mech when I grow up... also I'm going to try drawing a medieval mech from what I've learned. Thanks ModernDayJames! :D
haha this video was recommended to me a little late. I spent 2 days drawing a cyborg and just after I posted, I found this video. Still the knowledge is appreciated. I had mandatory technical drawing for mechanics and molds but this is way harder.
I love the video; very informative. Would you link the titles of the retro music you got going on in the background? It sounds awesome to me. Thank you.
as an engineer i am thinking over those forms, that we use, and sometimes it is too complex to understand what shape should be, to see the purpose behind them, except just to look cool:) , because real robots will look as functional as possible, with nothing but cases over those:) for example, if we want to have a rotating element, what engine should there be, should we have any hydraulics, what's the balance point, how thick should the joint be ?:)
References anime and Brian Sum for drawing cool mechs: [Oh my, this is a man of culture] Great video James, it's impressive how natural and confident you draw all those joint mechanisms!
I could watch this whole day. Can you do 3D models? Do you think this "language" could be formalized? My goal is to create lots of designs like yours based on "robot DNAs" by the use of Genetic Algorithms. The problem is that I can seem to confine the solution space to something useful. I need a set of rules that prevents my algo from evolving forms that are not within the scope of robotics. Essentially, what makes a design more or less robotic?
I know I'm 3 years late to this video, but this is one of the best videos I have found on youtube on the subject. I also recognize the Cassie robot around 8:10. That's such a cool looking set of legs.
okay i get that this is just a.. visual tutorial. but have you ever put any thought into how these things work? like, whats forcing the hinge joint to, you know, actuate. and if its on a leg, whats keeping it from just dangling uselessly as soon as the leg lifts off the ground? thats just one simple example when i could apply the same basic logic to any single one of these. do you have any videos on how these components interact with each-other, or how they would likely function?
I have :D You can go down a rabbit whole of electrical/mechanical parts, hydraulics, and physics if you have some spare time it's super interesting. You reach a point where it's not helpful at all to the drawing portion of things but still a worthwhile read!
As a mechanic now studying engineering I'd say you nailed the shape language, though your saddle joint confused me for a bit (drawing didn't realy make sense to me at first?).
Excellent video! Could I ask a personal question? More like a suggestion on a topic to make a video! It's about sketching/placing details. I mean the general shape is ok, but you do plan on details as well no? I mean there are just so many of them! And I am sure artists do plan them at least to some degree. I been browsing on Pinterest for ideas on biomechanical Exo armors, and realized, that based on details you might have to basically create a whole style just for a project. I would love to put in some pictures, so it's more understandable what I am meaning. Anyway. Could you please shed some light on the topic?
Battletech / Mechwarrior Games (Table and PC) I think they also have some comics or fanbased illustration. After that you can also look at different animes/manga such as Aldnoah Zero, Full Metal Panic and Gundamn serie.
Don't know if you ever heard of gunpla? the toys/models that you have to assemble yourself, the figures that are based on the anime gundam. since I saw the zaku model on 1:28, can we talk about how realistic these are? and the art concepts?
Hello, engineer and artist here! This is extremely accurate and we'll illustrated. I want to add by saying that as a tip. Remember that large machinery is soldered more than screwed. Military vehicles don't tend to have cables loose and finally if you would like to add a bit of realism to your work. Remember to draw engraved symbols in your joints, this has a reason. When we built a manipulator (a robotic extremity) we often indicate which motors and braces are Wich by putting nobs and numbers into them. Sometimes we engrave some of that technical info on the robots to make employees at factories understand them better. Finally remember that vents are used in the hottest places for machinery, mainly the chasis and directly on some motors. You don't always need to add extra big vente in long parts of an arm. But always do so on the motors and torso. Have a good one.
wow, thank you for this!!!!
alright guy who TOTALLY isn't building a real mech for the military.....
Just a random guy making Lego mechs, but thanks you so much, these are very helpful tips
This is exactly the knowledge I’m seeking out
Thanks bro 🔥❤
The problem I always run into when drawing mechs. is how much should I think of the function of the parts and how much should just be designed to look interesting.
That entirely depends on how grounded your setting is. There's some rule of thumbs that people generally like mech to be 2/3rds plate and 1/3rd mechanical greeblies. Cartoonish mechs can have all kinds of nonsense packing underneath the hood while grounded mechs should at least have some recognisable working joins. One thing that really helps is searching 'mech joints' on pinterest (i hate pinterest btw), the results are huge. Anyway, just start copying those form multiple angles and after you've filled a couple of pages with them your brain start simprovising mechanical connections by itself.
I am a 3d modeler and I asked a great artist on artstation for advice about filling in blanks from concepts and basically just design questions, he recommended that I check out Visual Design Basics - Intro to Design by Alex Senecha on gumroad. "Best 20 bucks you'll ever spend" and he's right, a lot of basic ideas that might sound like common sense are thoroughly explained and he gives a ton of examples, some are over the top but a lot really helps to understand the concept and ground the concept in your memory.
personally i go for all function, it ends up looking cool, even though i dint even have aesthetics in mind.
I know this comment was posted a year ago, but why do you in particular hate pinterest?
I used to make mechs 3d models for fun and never used to rig them,once someone asked me for one of it and it was impossible for it to get rigged cause it was so impractical and non functional, my mechs could never actually run cause there legs barely moved after that I got more into functionality and practical use
5:10
Fun fact, this saddle joint in the example will not move in those ways, it's locked. xD
not really, it would move in the ways the drew the arrows moving
@@Kozy1Kove given the orientation the join was drawn in, the movement the arrows suggest would be impossible as they would have to clip through one another
Finally I can draw my Evangelion Fan-fic.
fuck yeah.
not sure how helpful this work would be, it's more mechanical
the evangelions are cyborgs not robots
Fap-fic
*If you can draw dicks and boobs, I think you can do that pretty easy.*
Black Water Entertainment-OFFICIAL please dude don’t ruin it for us
I am kidding
Its funny how are you so confident in your perspective and draw through that you dont even use guides or middle lines anymore. Cool stuff man
thanks! It took a lot of time, but i started using context clues (like cut lines, repeated shapes, etc.) to see the perspective. I talk about it a bit in the sketching figures in perspective video, but I'll touch on it more in the future
or he's just drawing on top of a hidden layer with the image.
@ *whispers* you didn’t....
@ Ah, so people like you are why he started drawing on paper instead of digital. Go watch him work traditionally he doesn't need hidden layers.
I've been looking for something like this for so long. Couldn't wrap my head around drawing them since i couldn't picture how they connected. Thanks
Tracklist:
1:18 - 4:39 HOME - Hold /watch?v=uqBJHTgBWeo
4:40 - 8:09 Xtract - AT Day 2016 /watch?v=boIyuhZsD6I
8:10 - 12:54 Skjalg A. Skagen - Decades (slowed) /watch?v=FF-P8B1mlKo
Decades isn't slowed down.
Love the way everything was explained! I actually study product design and learned about all those joints but for some reason I never thought of applying those when drawing mechs. It always seemed like such a mystery to me, but now it makes so much more sense thanks to you!
That intro puts the 'modern' in 'moderndayjames'
Haha yep
when you take advice from this video to make jointed dolls
It's really great to start seeing tutorials that break down the joints and mechanisms for mobility.
Btw how do you make your lines so appealing??
Line weight yes, but how do you do it?
I am not close to James when it comes to lineart. But practise, a lot of practise. Look for tutorials on lineweight. Scott Robertson have a video of it. I hope it will help you out.
first watch videos about lineweight, read books and stuff
then practice a lot and try to make something, finally, you regret about the decisions you made and cry all day on your bed, let that self doubt eat you alive. i hope this helps you. :)
He has a video covering this topic. th-cam.com/video/1VSH32ede6g/w-d-xo.html
Is not Rocket Science. Line weight on overlaps, focal points, ambient oclussion, etc. It needs to be your artistic vision and what do you want to represent with the line weight changes. Some do heavier lineweight in shadow, others do the whole contour with heavy lineweight. You need to develop your sense of design to really make great lineweight.
Possibly the simplest way of looking at it just
1)Understand the form
2)see where the light is supposed to be coming from
3) make thicker lines for darker areas and thinner for lighter areas
I listen to a lot of synthwave and I recognize this track. I want to say its from an astral throb mix?
Excellent video! I tried and failed to skip basic primitive shape drawing and design my own mecha many times, and I particularly struggled with cut lines.
Aside from that, hearing about the 70:30 rule helps me understand why many soldier designs in modern gaming rub me the wrong way!
"And although Im not an expert in design..." haha dude you are at master level! I actually coming back to this video from time to time throughout my illustration progression, each time understanding bit more.. Love your content
Really appreciate your commentary and highlighting the ways the lines translate for the eye of your audience. I’ve got ages to go before I can tackle these, but this is really inspiring.
When he’s doing the sponsor he sounds like he’s being sarcastic
Drawing mech,s is like learning but you need also to have A reference of what you want to draw (if you want to)
Dude. How the hell do you draw without construction like that??? You’re like a damn printer!! Woah. Respect
I can finally draw the weapon to surpass metal gear.
Hey, Mr. "I have not watched a single anime in my life" James
Wow really appreciate the specific comments on line work and shape fundamentals
lol, that old VHS tape style of the skillshare ad brought back some memories and a good chuckle.
Do you have a vid for drawing airships, fighters etc?
Question: Do you bother with perspective grids when doing large projects drawing a mech? The rotation of the volumes and their irregular shape due to joints really confuses me in terms of getting perspective right and would love to hear how you think about it.
A lot of this visual language is great for 3D modeling too, thanks for the video!
where can I find a book where all such machine designs are drawn and explained ?
My biggest problem with designing mecha is just how much detail I WANT to put in. I crave making something as intricate as the models for the Transformers movies (the only good parts about them) or the Iron Man suits (especially during the suiting-up sequences). But that (a) seems to violate that 70/30 rule and (b) takes SO much creative juice to keep coming up with more details AND make the details look like they have some function, even if what isn't clear.
What software are you using to do these. I currently only work with procreate and Autodesk sketchbook. But I'm looking for a desktop software
you are amazing at drawing things without a reference for perspective, but I wanted to ask you how you manage to mantain symmetry on symmetrical parts like arms and legs.
In 8:29 you made some robot legs on the far right figure, but if you look in detail (I repeat, IN DETAIL) you see those are not aligned or symmetrical, both regarding lenghts and angles.
Thank you!
Hi, i really loved your video, subscribed. But, a thing i would like to see more in mecha and robot in fiction in general is the power source from the movement of the hinge. You know, when they make the joint, some times, it can make the movement they want but dont have the space or the conection with a power source like a servo motor or pneumatic/hidraulic piston. Beyond the movement you want your hinge to do there must be the thing that makes it moves the way you want. A motor normally would have some gear reduction in robots, there this too. I'm sorry to do this nittpicking, i love this topic so much as a mechanical engeneer student. Keep the good work.
Holy shit! This video is what ive been searching for past week! Thanks a ton!
I love drawing and sketicking maxhines, but i always found myself hiding or covering the joints and internals of my machines but always make them like large titan like humans in heavy power armor. Thank you for giving me some perspective.
man, I could watch you draw all day, it's so satisfying.
Traditionally, I like sketching mecha. Doing it digitally, that's another story. Feels weird, different medium, and I'm not too good at straight lines... I use Krita, it works ok with my tablet.
That retro introduction was BEAST!
Honestly man i love the sci fi stuff a lot. My main problem with sci fi art is my visual library so if you could do more videos like this in the future that would be awesome. Anyways your channel is my favorite out there when it comes to art
I certainly will, sci fi is my main direction so I will keep it going :D
Man this is so helpful!! I'm designing a transformer and I will be using all of this tysm!!
the most helpful robotics drawing video on youtube! thank you
Very helpful video for designing robotic mechanisms as well lol. I watched this to get new ideas for animatronic designs.
very nice but i have problem in making the leg and legjoint
Hey, love your videos! I have a question; to what extent can you draw off the cuff like Kim Jung Gi, without construction lines etc? And is this something you aim to be able to do one day?
I feel really confident drawing without construction, however, my visual library is SEVERELY limited in comparison to him. That will take many many years to develop
moderndayjames Having actually watched the mech video after commenting, I could see that you’re abilities far overshadow my own, lol. I’ve been drawing on and off for years, but watching your channel and getting into Gi’s work has made me realise even more how basic I am. You’ve inspired me to go back to the basics to re-learn and hopefully one day reach where you’re at, so thanks!
there are some mechs that comes to my mind when i was looking at your video. i was thinking about the robots you can see in the franchise "metal gear". these had a pretty geometric and military like design at the beginning. But in the recent versions, they are mostly organic (like the beauty and beast members or even jack).
drawing something mechanical and also estetical is maybe more difficule than drawing organic.
For example, last year, i had a workshop with my classmate where we have to make a spaceship in the design of the "Dune" movie and inspired by an animal. I personally take an insecte called a "fourmilion" and i was trying to make his legs retracatble. But it is very complicatec because if i wanted that, i have to make the body bigger enough to make them going inside. the result wasn't that bad at the end, but it was a nightmare.
needed this, thank u JAMES!
Who the heck would dislike this wholesome content? anyway this video has inspired me to become a mech when I grow up... also I'm going to try drawing a medieval mech from what I've learned. Thanks ModernDayJames! :D
Probably because this video isn't really helpful for beginners. Only helpful for people who aready have experience with mecha.
if anyone here is alive, I'm having trouble drawing aerodynamical mechs and I'm a bit desperate, anything I should know?
haha this video was recommended to me a little late. I spent 2 days drawing a cyborg and just after I posted, I found this video. Still the knowledge is appreciated. I had mandatory technical drawing for mechanics and molds but this is way harder.
I love the video; very informative. Would you link the titles of the retro music you got going on in the background? It sounds awesome to me. Thank you.
How do you get the lines so straight when drawing freehand? Any tips for using pencil vs. digital?
thank you so much i have been struggling to make a mech and now i have an idea for one
hello, it was really interesting. is there an advanced class for drawing mechs?
Hey witch gumroad explains creating your own joints?? There are 7
Who is your inspiration for design? What resources, such as books, did you use to establish your design style?
as an engineer i am thinking over those forms, that we use, and sometimes it is too complex to understand what shape should be, to see the purpose behind them, except just to look cool:) , because real robots will look as functional as possible, with nothing but cases over those:)
for example, if we want to have a rotating element, what engine should there be, should we have any hydraulics, what's the balance point, how thick should the joint be ?:)
Thank youuu
The ad took me back to the 90's
The Mech art tutorial we didn’t know we needed
Impeccable timing! I was just about to design mechs to 3d print :D
ITS INTERROGATIVE YOU NEED A NEED A QUESTION MARK
That intro made me nostalgic
References anime and Brian Sum for drawing cool mechs: [Oh my, this is a man of culture]
Great video James, it's impressive how natural and confident you draw all those joint mechanisms!
this is the most helpful video ive found all day, thank you so much this is going to be soo helpful!
I game this video a “thumbs up” @ 30 seconds in just got the retro aesthetics.
Great Job!
absolutely amazing! thanks for sharing
the nasa robot looks like something not far away in the foreseeable future.
What is software you using and your brushes, please?
I could watch this whole day. Can you do 3D models? Do you think this "language" could be formalized? My goal is to create lots of designs like yours based on "robot DNAs" by the use of Genetic Algorithms. The problem is that I can seem to confine the solution space to something useful. I need a set of rules that prevents my algo from evolving forms that are not within the scope of robotics. Essentially, what makes a design more or less robotic?
Dude are you drawing using mouse? or pen stylus stuff (idkk hehe) what software can u recommend
Love these informative skills for mech drawings.
I know I'm 3 years late to this video, but this is one of the best videos I have found on youtube on the subject. I also recognize the Cassie robot around 8:10. That's such a cool looking set of legs.
Oh thank GOD this is the kind of video I have desperately needed
you make that look so easy; but imagine the journey to learn must have been long thanks for passing on your knowledge
Maravilloso! Por favor no pares de subir vídeos!
I’m working on a transformers au called secret machine wars, this video was indeed helpful
You draw like this like an actual blueprint for an actual mech
I love the video but the loud TV effect transition scared the hell out of me every time lmao
What (art) program did you use for your sketches?
ms paint
for some un know reson i can't draw the wheel , it alway look oddly wrong in my eyes ?
Amazing. Thanks for the material ... and inspiration ... and amazing intro.
Dude, so insightful. Thanks!
Hey James, Can I model one of these mechs you made? I would love too!
okay i get that this is just a.. visual tutorial. but have you ever put any thought into how these things work? like, whats forcing the hinge joint to, you know, actuate. and if its on a leg, whats keeping it from just dangling uselessly as soon as the leg lifts off the ground? thats just one simple example when i could apply the same basic logic to any single one of these. do you have any videos on how these components interact with each-other, or how they would likely function?
I have :D You can go down a rabbit whole of electrical/mechanical parts, hydraulics, and physics if you have some spare time it's super interesting. You reach a point where it's not helpful at all to the drawing portion of things but still a worthwhile read!
@@moderndayjames YES PLEASE!! this is EXACTLY what im looking for!!
As a mechanic now studying engineering I'd say you nailed the shape language, though your saddle joint confused me for a bit (drawing didn't realy make sense to me at first?).
I think I was having trouble with that one so that makes sense :D
Excellent video!
Could I ask a personal question?
More like a suggestion on a topic to make a video! It's about sketching/placing details. I mean the general shape is ok, but you do plan on details as well no? I mean there are just so many of them!
And I am sure artists do plan them at least to some degree. I been browsing on Pinterest for ideas on biomechanical Exo armors, and realized, that based on details you might have to basically create a whole style just for a project. I would love to put in some pictures, so it's more understandable what I am meaning. Anyway.
Could you please shed some light on the topic?
would you mind if you tell me what's the program for recording to make that video,plZ
what do you mean by extrusions and cut lines?
I really appreciate this! Super helpful!
PLS DO MORE OF THIS I LOVE IT
Amazingly broken down ... hey beautiful music in the background btw, can u share the music titles?
I really got interested in drawing robots or mechs after I played titanfall 2, very inspiring
Mechs and Robots are awesome, but kinda prefered the desings that are more organic and slick.
do you use a display tablet or a regular graphics tablet
I need to draw these for my story that tells a war between nations that uses machines to do the dirty work for them.
Oh YEAH !! love the Skillshare commercial!!! NOICE!
You are incredible, love your work
Where can I find good mech reference images?
Battletech / Mechwarrior Games (Table and PC) I think they also have some comics or fanbased illustration. After that you can also look at different animes/manga such as Aldnoah Zero, Full Metal Panic and Gundamn serie.
Pinterest and artstation :)
I get all my study material from Pinterest and sometimes Google, there's a ton of good reference of mechanical details that you can find on Pinterest.
thanks for the tips everyone :)
Ya I would say pinterest and art station as well
are you doing this with a intuous? very clean lines hehe I only get that with a cintiq usually
What is the name of the background 90 cyberpunk sound.
i had to actually check the date if it was 20 yrs ago or somthn
agora posso finalmente fazer meu Mecha Flamenguista, VAMOS LÁ GABI GUNDAM!
If you're drawing Evangelions does that count as drawing mechs or as drawin figures?
I'd say mechs for sure!
Don't know if you ever heard of gunpla? the toys/models that you have to assemble yourself, the figures that are based on the anime gundam. since I saw the zaku model on 1:28, can we talk about how realistic these are? and the art concepts?