Design and Illustrate Giant Robots with Adobe Flash

Start with nothing but a blank scene and build a fully shaded and textured robot, all with vector art using Adobe Flash.
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Instructed by Justin Dike Design / Design Tools
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  • Lectures 41
  • Length 11.5 hours
  • Skill Level All Levels
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 8/2013 English

Course Description

This lengthy tutorial series examines how to draw giant robots with vector art. You'll learn design principles (specific to stylized robots), texturing, shading, lighting and much more. All but about 10 minutes of the course is done using Adobe Flash. An optional Photoshop video is included to teach you how to make your exported image from Flash appear more like a hand-painted movie poster.

The course is divided into seven sections, the first three cover some of the basics which will be used in creating the final piece. The last four sections are entirely dedicated to creating the final project. Much of this is done in real-time (no speeding through significant parts),  so you will have a real feel for what it takes to draw an epic robot. 

What are the requirements?

  • Adobe Flash

What am I going to get from this course?

  • By the end of the course you will be able to draw incredibly well with Adobe Flash

Who is the target audience?

  • Anyone with an interest in illustration

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.


Section 1: Polygon Shape Design for the Body

If you would like to watch this entire course on your iPad in the iBook format, download the Supplementary Material below.

Unzip and drop the .ibooks file into iTunes.

Or if you're reading this on your iPad, you can download the file directly by going to... (only 48Mb). You'll need an internet connection when reading the book to watch the videos.

For brand new users to Flash, please watch this initial setup video for the program.

Note: This section's Flash files are zipped up in the Downloadable Materials tab.
Learn how to create basic polygon shapes using the line tool in Flash.
In this video, we'll extrude some of the basic shapes.
We'll create more complex shapes using a slightly different method than before. 
For use in the next section, we'll create a basic body pose. 
Section 2: Shading and Textures
In this video, we'll create a color palette and save those swatches to a default library.

This section's Flash files are zipped up in the Downloadable Materials tab.
In this video we'll pick a part of our body mockup and practice modeling it, coloring it and adding other details. The rest of this section will focus on detailing this one area. 
We'll add color and detail it using masks and textured images.
In this video, we'll add rust (or possibly damage fx) to the shoulder piece. 
Finally, we'll add minor details to the piece, like striping, shadowing, etc.
Section 3: Parts Library
This section focuses on creating a Parts Library to pull pre-made objects from (to speed things along later on in the series). This first video looks at creating cords. 

This section's Flash files are zipped up in the Downloadable Materials tab.
This video we look at creating ambiguous metallic sections as filler.
This video we look at creating repeating columns, for piping or possibly the spinal section of the robot.
In this video, we'll create paint chips using a masking effect. This could be placed nearly anywhere on the finished robot to add a gritty or damaged look.
Next we'll look at creating atmospheric effects, for example debris or smokey areas.
In this video, we will create some insignia or decals to "stick" onto the finished piece. 
In this final video in section 3, we'll create gears which could be used as filler in the final piece or placed in regions like the joints.
Section 4: Silhouetting and Adding Primary Planes to the Final Piece
In this section (and all after) we will work on the robot for the final project. We will begin by creating a silhouette of the body using the already-created art from our Parts Library. 
This section's Flash files are zipped up in the Downloadable Materials tab.
Next we'll draw on a layer above the silhouette to "sketch" out the exoskeleton (outer armor). This will give us a direction for the next video. 
Once a silhouette of the outer armor is drawn, we can begin drawing one dimensional planes (mostly using hexagons or octogons) to define various plates in the exoskeleton. 
We continue creating the primary planes in this video.
In this final video in section 4, we touch up the primary planes before going to the next section where we begin to finalize their appearance. 
Section 5: Extruding the Final Piece
The videos in this section focus entirely on extruding the one dimensional planes from last section. In this video we'll work on the legs. 

All the Flash files for this section are zipped up in the Downloadable Materials tab. 

We continue extruding the one-dimensional planes by working on the boots.
We continue extruding the one-dimensional planes by working on the chest plates.
We continue extruding the one-dimensional planes by working on the arm.
We continue extruding the one-dimensional planes by working on the other arm.
We continue extruding the one-dimensional planes by working on the shoulders.
We finish off extruding the one-dimensional planes by working on the head.
Section 6: Embellishments
In this first video of Section 6, we add some lighting around the exoskeleton and finally give our robot some eyes.

All of the Flash files for Section 6 are included in the Downloadable Materials tab for this video.

To add detail to the exoskeleton, we work on adding dividing lines to the armor plates. 
Next we'll add very thin lines to indicate subtle panels on the armor. 
To reduce the all-too-perfect look of vector lines, we rough up the edges by subtracting parts of the straighter lines.
We'll add more pipes to further embellish the detail of the final piece. 
To finish off this section, we will add striping, some insignia and tiny bolts to the piece. 
Section 7: Final Piece Realism
This final section is devoted to adding realism to the piece. Our robot is incredibly detailed at this point, but looks like he belongs in an anime movie. Once we add some shading and lighting, it should feel more like a piece from a matte painting. 
In this video we use Blend Effects and some subtle filters to add lighting to the robot. 
Next we will carefully add some textures using masks and roughened images. 
Finally, we add debris and smoke to our background image.
Now that the robot is finished you can play around with exporting the image and bringing the high-rez art into Photoshop for some extra (optional) fun with filters to give it a painted feel. Subtile watercolor filters can really give the piece a painted look. 

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Instructor Biography

Justin Dike, CartoonSmart / Owner / Leader Developer and Instructor

Justin Dike is the founder of CartoonSmart one of the internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart he has recorded hundreds of hours of video tutorials and recently published his first full length book titled iOS Programming with Xcode and Cocos2d available in the iBookstore. Justin has also developed many iOS games, including a side scrolling game engine.

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