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Hills-to-Sky Featured By Owner Oct 2, 2013  Hobbyist Digital Artist
Wow, Love your artwork!
Even though you've probably heard that many times before, :)
Just wondering if you have any tips on drawing the robotic side of your artwork? I really struggle getting the details of them, not to mention the wicked firearms you make.
Jasper77Wang Featured By Owner Jan 26, 2015  Hobbyist Digital Artist
...add this to the list of comments I didn't see until much later -.- 
can you believe I missed one from EQD's Sethisto?
Anyway. Thank you for the kind words :> 
I'm still working on my robotic stuff. Usually I get my inspiration from certain animes- the western Sci-fi stuff I feel like is too overdone and a bit generic at this point, with a few exceptions. Mostly in games. 
I've found that it's easier if you establish a theme first. It can be anything really- one I've used somewhat recently was inspired by the Lamborghini Veneno. Large amounts of metallic grays, some red lines for detailing, and that carbon fibre like texture for certain parts. 
As for firearms- I've found that there are a few aesthetic clues that dictate what people imagine the firearm'll do. First of all there are a few key aesthetic components that distinguish shotguns, assault rifles, SMGs, sniper rifles, carbines, etc etc- but I won't go too much into that. I'm sure you can find those on your own.
Next is the general shape of the firearm. I usually divide them into three: front heavy, back heavy, and straight. It basically dictates where the majority amount of stuff goes. E.g. Most snipers would be back heavy, with the scope and grip behind the vertical centerline(while viewing from the side) and the clip probably around the same area as the centerline, while the front is nothing but a long thin barrel. 
Straight just means it's neither front nor back heavy. Typically weapons(mostly rifles) that have nothing but a rail at the very top. E.g. An M4 with no ironsights or attachments of any kind.
The last most important part for impressions is the muzzle. Different muzzles will make different sounds, or at least that look that way. A completely sealed cylinder might make a solid boom, while smaller forked muzzles look like they might make an ear piercing crack. Up to you though. 

P.s. For 'realistic' weapons, the only detailing I'd recommend is railing. Try to think of how the weapon works if you decide to add other stuff, to justify why it's there. 

Hills-to-Sky Featured By Owner Jan 28, 2015  Hobbyist Digital Artist
Thank you. I'll just screenshot this comment so i can look back on the advice you've given me because there is too much to copy and paste.
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