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May 4, 2008
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:iconmikedoscher:
These are some thumbnail concepts I did for a project a while back. I thought that seeing the process of moving through different revisions of the work might be interesting and give some insight into the process.
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:iconmistikfantasy:
perfect for a space game like EVE
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:iconapotheosi:
the bottom half looks really nice
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:iconjager375:
!Jager375 Jun 20, 2008  Professional Digital Artist
Excellent iterations. And I cant re-iterate it enough. ^_^
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:iconlockelockerevolution:
I think all of it looks fantastic! I seem to favor the 1st V ... I dunno I think the boxy hex shapes on a ship looks cool.
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:icondragonjaw:
I sorta wonder what the practical reasoning behind some of those were, but then I remember that this is sci-fi, there doesn't have to be a reason besides 'it looks badass'. As it goes, model first, explain later.
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:iconmikedoscher:
*MikeDoscher May 6, 2008  Professional General Artist
Ideally, it's really a back and forth kind of thing. You start with a basic idea of what the vehicle should be, 'about this big, mean looking, sleek or funky or whatever' and then make up a design that makes those decisions seem rational. Mechanical design is an element of narrative. It's a way of explaining what something is and does without the need for dry exposition. Once you have a real rough idea of *what* the vehicle is you can get into the million little things that make it look believable. The real magic is in giving the appearance of plausibility to the fantastic. It's a snow job. :)
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:icondragonjaw:
Ah, well thank you for your insight.
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:iconscherfi:
~scherfi May 5, 2008  Professional Interface Designer
very inspiring as always. I need to find someone with your skills to take part in my game project! ^^ Where do I find those?
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:iconfabianfucci:
*fabianfucci May 5, 2008  Professional Filmographer
They would look a hell of a lot better if submitted as blueprints (colors reversed). Very good work.
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