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I am begining a course on mechanical design, I hope to achieve this level of awesomness of yours.
But as a mechanic by heart, I just can't seem to forgive the engine...
While I like the radial configuration it just seems to lack the tubing for the mix intake & wires for the sparkplugs.
Also at first glance, 2 cyls just seem a little bit underpowered, then it got me thinking that it might be a hybrid, and the big block above the engine might be the powercell
As a mechanical junkie aswell, I can't forgive the lack of hoses in the hydraulics, this design calls for mayor hossynes!
The articulations on the backwards view seem a bit logical, but in the frontal view, they clearly do a lot more than what they could actually achieve in practice, but the fact that they are activated via hydraulics give them a sense of realism (not those "It rotates by magic" kind of articulation I'm getting used to when looking on dev)
Of course, this simple brunt critique was from the functional point of view, scince i can't really contribute with anything from the artistical point of view, but overall, this critique wasn't ment to be disrispectfull, not at all, it was said with the hopes that it might improve your work (like if that would be possible), and overall, as a compliment to a very complete deviation.
Keep it up!
P.D. Y'know you are all kinds of awesomness when you have a guy talking like crazy for a couple minutes about a sketch of yours that is nothing compared to many of your other works.
This design was something that was originally going to be for a videogame, and has some peculiar quirks because of the needs of the medium. The biggest one is the lack of any kind of overhead armor for the pilot, but it's also the reason that fine details like the wiring harnesses are omitted as well. You see, things like wires and hydraulic lines won't be visible from long ranges, and only barely visible from the over-the-shoulder view you would get driving it in the game. The big problem is a medium ranges such things will sometimes be rendered narrower than one pixel and sometimes wider, so the aliasing will tend to make them flicker and sparkle- looking like graphical glitches rather than fine detail. They could be executed entirely in the textures as well, being part of the texture map for the motor and hydraulic cylinders in some sort of trompe l'œil effect, but the overall design is so busy already I really didn't want to add additional small elements. I suppose I really just cheated. The motor is undoubtedly too small, but I suppose I could just claim some arbitrarily high HP output and claim it uses pixie dust as a fuel.
You don't come across as disrespectful at all, and I appreciate your insights.
If you dig deeper, you may find that the techniques I use aren't *that* unique or inscrutable. Your praise flatters me, but you have talent of your own and you should not deny what you might do because of what somebody else has already done. So much boils down to simple things: Perspective, composition, all that sort of thing. Don't give up.
As for my own part, I'm working on designs for a couple different film projects. The current flavor is something I can make public, so I'll be posting the designs as I finish them and may model one or two as well.