a rounded de­sign process

ImagineFX: Sci-fi & Fantasy Art magazine - - In Depth Concept Art Masterclass -

I started out as a 2D designer and I take a lot of that think­ing into my ap­proach to 3D de­sign. For ex­am­ple, in weapon de­sign there are cer­tain er­gonomics that need to be in place to en­able the weapon to be able to be fired by a hu­man, namely the dis­tance from the trig­ger to the shoul­der on the gun. The pro­por­tions need to re­main in a cer­tain range, but ev­ery­thing else is fair game for de­sign ex­plo­ration. One of the things I of­ten see with purely 3D de­sign­ers is that they’ll try to do ev­ery­thing from scratch, but a lot of th­ese crit­i­cal el­e­ments are dras­ti­cally out of scale or place, which makes the de­sign un­re­al­is­tic.

Over time you’ll ac­quire a good set of tools to help you pro­duce the best-pos­si­ble de­sign for your client

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