You open up Photoshop and decide that you want to try and draw some mechs. You get started only to find that they're not turning out the way you wanted, and you really wish it just looked more professional. How should I get started? What brushes should I use? All of these questions run through your head as you try to figure out why it just isn't looking like how you imagined.
Having the ability to watch someone go through each step of the process and explain why they are doing each step would be great. It would help to eliminate some of your major questions that have been holding you back. You just want to have someone show you how to get started, and what steps should be taken to get great results.
This course will take you step by step through the process of designing and creating your own mech concepts from scratch. By the end of the course you will have a professional level understanding of the core concepts and techniques used in creating mech concept art. If you want to improve as an artist and really take your art to the next level, this course will teach you the skills to get there. So lets get down to the dirty work and start learning how to draw mechs inside of Photoshop.
//Also included in the conclusion chapter is the final PSD photoshop document so you can destruct and look at things at your own pace.
Picking one of our refined thumbnails and starting to actually render out the details in the chest and head.
Refining the details and painting information for the arms of our mech.
Figuring out how the lower torso should look and feel.
Taking a pass at rendering out the upper leg and figuring out how to make it feel functional.
Using some of the earlier design elements to create the lower leg for the mech.
Figuring out what the lights on the top of the mechs shoulders should look like.
Taking a pass at creating a realisitic shadow and lighting pass. This will also be the time that we add in the base color to the mech we have been designing.
We will be refining and cleaning up the over looked details that will take our mech concept to the next level.
Final clean up and the importance on taking the time to really focus on our final design.
A conclusion and overview of what you should have learned during this course.
My name is Bradley Wascher, I am a 3D environment artist working in the video game industry. I've worked for some of the biggest names in the video games industry, from Liquid development, to High Moon Studios, which is owned and ran by Activision. I have several years of on the job experience creating 3D art for video games. I have even worked for a design company creating 3D products all the way down to 2D web graphics and print ads.
I've had the great pleasure in my many jobs to have learned a lot and met a lot of great people that had their own techniques and insight. I wanted to give back to the world of 3D by releasing classes and tutorials that would help others either get a grasp of how video games are actually built or help artists that are already working to advance their skills.
If you ever have any questions just let me know. -BW