From: scottsch,
Is your book “How to Draw Vehicles” going to be out this year?
ScoRo I just hired some more help at Design Studio Press, which if all goes well should free me back up to complete my books by the end of the year.
From: scottsch,
I have some questions about the content: Is it going to include color rendering lessons, and is it going to have a section on creating vehicles from scratch - focusing on the design aspects of the car, not just the drawing technique?
ScoRo Yes, it looks like it will be two books right now. The first covering drawing, design and matte surface shading. The second will cover material indication and color rendering with both traditional and digital media. Most likely the first book I will finish will be Drawthrough 1, a collection of my past work loaded with hundreds of new sketches not many have seen before.
From: scottsch,
What types of objects from the real world (i.e. reference material) do you bring into the creative vehicle design process - or do you just make everything up as you go? I watched the Gnomon DVD on hovercraft - and the main thing I got from it was that I was watching an artist that was highly experienced and had a lot of ideas about form committed to memory. I can honestly say I’ve never seen anyone draw like that before - you were pulling things out of thin air while most other artists I watch are looking at reference when they draw. So, just wondering what some of these influences are that feed the idea process. Do you spend a lot of hours drawing from reference, or do you try to be creative as much as possible? In school they teach people to draw from reference as much as possible, but when you try to switch to making things up and being creative, it’s not exactly an automatic thing. Are there some tricks to making the transition from copying what you see to actually inventing forms?
ScoRo Good questions and observations on the problems with learning how to draw by only working from reference. I usually only pull reference to work from if I need to design to a specific historical time period. When Im practicing my drawing skills I do not work from reference. I prefer to try and create forms from my own imagination. One of the problems of trying to learn to draw by using reference or from observation only is that you really do not need to know anything about perspective drawing to achieve high quality drawings. If you can visualize what you are looking as flat 2D shapes it is a matter of redrawing these shapes to depict what you are observing. When you are then asked to draw something of your own design from your imagination you quickly realize that this is something that you will have actually never done, and as a result you may struggle. If on the other hand you spend most of your time drawing without reference you will have developed a method to create forms from your imagination. This of course requires a very different set of drawing skills and is much more about mentally building models with a 3D eye versus a 2D shape-copying eye.
From: scottsch,
Is industry demand for traditional concept artists/designers (people who draw, more so than people that are in 3D production) as high as it used to be, or lower, or is demand getting much stronger now for good concept designers?
ScoRo As I talked about a couple of posts back I think there will always be good jobs for good talent. In terms of workload in the development of a game there is a lot more to do in the 3D area of course but you need great content first and the fastest way to get to that is via 2D concept designers and the skills they bring. I think the demand for these individuals is growing as companies and studios search for visually stronger content.