View Full Version : First Concept, What to improve on?

08 August 2008, 12:53 AM
Hi, This is my first post on CG Society, and i would like to improve on my drawings... I'm only
in high school, so some terms might not be so clear to me... But on with the drawing. I worked on
this for about, 3/4 hours and used Photoshop CS. So any comments and critiques are welcomed!
Thank you for your time
*Note: I'm not done with the wheel/cleanup work.

08 August 2008, 03:16 AM
well, i worked on it some more, and i think i've done as much as i can, but any other comments that you guys see that could help improve this are welcomed!!


08 August 2008, 09:10 AM
first of all - Welcome to CGTalk!

I'm not sure about your conceptdrawing - did you use any reference models or did you just doodle around and came up with it?
The concept of the shape might be okay, but the perspective is of.
Your car doesn't stay on the street in this position because his right backwheel is hitting the sideway. You have to work on the perspective and the 3dimensional shape.
Therefor I suggest to go through some basic tutorials like this ( tut for comics for example.

You can search for other tutorials here on cgtalk - there are plenty of them.
Also you can try google sketchup ( - which is a very nice tool.

08 August 2008, 05:00 AM
well, here's some updates!! C&C please. (


08 August 2008, 04:38 PM
Well I still see some perspective issues - somebody tells me if I'm wrong...
I overpaint some helplines and there you see - something is wrong with this perspective.
Your leftside of the hood is too short for my opinion.

08 August 2008, 05:30 PM
so, i moved the lights up/hood up, it does look better, thanks!! here's how it looks like now

08 August 2008, 06:38 PM
Valkrie, you are missing the point ViseOne was making, which is that your perspective is off.

Moving bits and pieces around will not help you much, because this vehicle is warped at the frame level.

ViseOne did a decent perspective grid, here is another:
Even so, it is very hard to put this into proper perspective, because the car is crooked, the road is crooked, and you do not have a clean enough background to even establish a solid ground line and vanishing point(s)...I can't tell if this car is heading downhill, or is supposed to be on a level plane.

The center of your car is crooked. This makes everything look crooked, and no matter what you move up and over, it still looks crooked.
To fix this, you truly need to start over, and draw out a perspective grid, or at least use a perspective brush on a separate layer (this one is from the matbrushset 07) and work on aligning your basic shapes BEFORE you start with the glows and such. Your headlights aren't even the same size on this thing!


08 August 2008, 05:16 AM
So, after a good helping hand, here's my new and redesigned concept! Critiques please....


08 August 2008, 06:49 AM
It looks better, but still you have some issues to work on.
1. The perspective is still off - look at your windshield - it is totally misshaped - the viewers right side is larger than the left side.
2. The hood is misshaped for this perspective
3. Befor you draw and add those tiny sidemirrows you'd rather leave them in the trunk ;)

You made some improvement your environment is much better now and you will reach your goal when you keep don't give up :wip: still some work to do.

As soon I get some time - I will draw an overpaint to let you know what my points are.


08 August 2008, 12:06 PM
Here's a little overpaint (lets called it this ;)) where I try to show you where I see mistakes.
Hope it helps a little.
I guess its hard to draw 3D Objekts such as a car since they have to be symetrical and clean...hard work - I know!
Keep on!

08 August 2008, 02:34 PM
VISEone gets a gold star! roof jumped out at my eye, but you beat me to it. Your eye for perspective is improving quite well!

Valkrie, we all started this journey once. We are all still on it. Once you start, you never stop. You learn "the Basics," of Composition and Design, and then you experiment with them. You push them, you pull them, you bend them to fit you. That is what "style" is.

But even style needs to follow these basic "rules," in some form, simply to retain the viewer's attention. When they are incorrect, such as the perspective for this vehicle, the focus becomes the distortion from the expected normal, not the creation of the fantastical.

The car design is looking quite plausible, now. It does look somewhat bulky, but actually quite streamlined for some of the electric cars I've seen concepted recently. My only practical observations (beyond the roof perspective spotted by VISEone) are:
1: The car looks like it is veering off of the road.
2: It would have a very hard time on curves, being so close to the ground. High performance cars flex somewhat (all cars do, but not by design) when taking curves at high speeds. This thing would scape the road. But that is just a nit-picky Real World observation...

Hopefully, you now see the importance of believable perspective to your works, and have a better motivation to take the time to draw out a perspective grid, or at least a few guidelines, when attempting complex angles such as this on.


08 August 2008, 05:58 PM
Okay, cool, I'll work on it some more again... Just wondering, wouldn't concepts be a bit exaggerated since it's a concept? like, when just looked up ferrari, i found this... it seemed a bit low as well, but is it because is still so its more believable even if its low?

08 August 2008, 10:01 PM
...when just looked up ferrari, i found this... it seemed a bit low as well, but is it because is still so its more believable even if its low?I think you found one of the few concept illustrations with a "ground level" profile, and should consider that an exception, rather than the rule...

Check out the vehicles here (, or this (, or this (, or this (, or any of these ( You will see that it is the rare car that has the bottom so close to the ground. The lowest appears to be 3-4", and most are 5-6" or more.

Like any other art, while you can push the boundaries of believability, if you push too far, the work loses the fragile suspension of disbelief, and starts to scream, "FAKE!"

Hope this helps clarify things a bit for you.


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