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| Sketching and Drawing Sketchers and drawers in the house? |
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#1
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Mega Tutorial: Designing Cars
here, over roughly 8 pages i show you what i take into account when i am designing a car. Using these methods, your final peice will end up well proportioned, with certain aspecs thought of, also, every single thing on the car can be designed by you, or you can cross-reference these techniques for applying bodykits to cars.
So, here is the first page i will look at, and surely check back to. ![]() As you can see, although it may seem a basic design, a lot of thought has gone into it. So first, we are going to look at the lights. ![]() This image shows i have taken three views into account, from a page of random shapes i came up with. I started to play with the shapes and see what i could do with them. Although the first image had none of those designs, these are just examples for tutorial use. Another thing to take into account is the bodykit. What shapes you want, how deep they are, where each thing will go on the car... etc. So, i made a few quick sketches on this sheet, which is what i also did with the lights. ![]() Now, i decided to make better versions of this bodykit on the car, to make the final decision on what the kit will look like. ![]() ![]() Isnt it funny how changing to a pen works better for the scanner? Anyway, now that ive done that, im gonna look at rims. So. how exactly do you draw a rim? I mean, its hard enough to draw them anyway, but designing your own?... well actually its easier, because you choose where things go, and apart from rim spacing, nobody can tell you its wrong. ![]() First, draw a cirlce/ellipse at the right angle you want, then find the centre, which isnt the middle of the ellipse, its slightly off centre, towards the car. Then draw a star shape, this is where your spokes will go. draw in your spokes, making them as wide or thin as you want. Then, make them 3d by drawing the part to the side of them, which is thin all the way up, and then widens at the tip of the rim. Start to draw in the brake disc and blank space to make it look more 3-d. Finally, shade your rim, and it is complete! Speaking of shading, how do you determin where your reflections go? i mean, cars arent 2-d, and you want this 2-d drawing to look as 3-d and realistic as possible, so here is a rough guide to show you what to think when shadin a car, wether its a design or not. ![]() Look at how the body would curve, and use those curves and a set horizon to curve the reflections. I hope this helped you all, wether its any of the useful bits or you just wanted to know i could blab :P -Chris-
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I'm the kind of guy who appreciates a fine body regardless of the make. |
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#2
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Re: Mega Tutorial: Designing Cars
that pretty cool man.. i think this will actualy help me
seen as i havent been improving much lately
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#3
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Re: Mega Tutorial: Designing Cars
youre welcome, it wasnt a tut at first, but in art the idea came to me
__________________
I'm the kind of guy who appreciates a fine body regardless of the make. |
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