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Published: 2008-03-29 12:41:01 +0000 UTC; Views: 6476; Favourites: 193; Downloads: 68
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Description
Because it's subject to change without notice :YCurrent image:
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Comments: 9
stygorath [2011-02-07 17:40:44 +0000 UTC]
this might very well be one of the most impressive artworks i've seen in a long time.
god damn it, i have to practise a lot..
this is amazing! i love every single one of them.
well i better shut up now and just fave it.. xd
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Paperopunk [2010-09-02 10:00:35 +0000 UTC]
Steampunk!Sherlock XD
I love it, especially how you did the shading!
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blaesus [2009-12-01 22:09:59 +0000 UTC]
Best sketch Ive seen from you.
Steampunk Sherlock. xD
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Tabnir In reply to blaesus [2009-12-01 22:15:11 +0000 UTC]
You inspired me to buy myself some pens xDDDDD
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Endo74 [2008-03-29 15:03:06 +0000 UTC]
nice...
is that traditonal or photoshop..?
you should do a write-up on your designs...
tell us something about it
right now it just looks like a lump or a rock to people who aren't into mech design..
alot of your design details are too similiar in size and shape...you really should have an area of EMPHASIS....including with your choice of color areas designating special functions...
that's why for product presentation layouts ..the designs might have 2-3 function diagrams on a sheet ..to show what the product does..
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Tabnir In reply to Endo74 [2008-03-29 15:14:33 +0000 UTC]
The actual Revenant helmet redux image is further back in the gallery, and I hate how dA posts this as a newest deviation [should have a choice not to!] xD
Anyways, well noted that a lot of the design elements are very similar in size and shape -- I wanted that type of regularity and repetition to create a kind of ambiguity with the design. I chose a few motifs to repeat at intervals, and the overall effect gives the helmet less character and emotion [I think]. However I tried to pursue a more expressive helmet design with the iterations from the last 2-3 days, though you'll probably point out that they also maintain the repeating motifs that I did wish to retain. Color choices wise, I really wanted a clean 'sterile room' look since this was just a colored concept [although the back of the helmet I left unfinished] and I'm thinking it's decidedly white, but the lighting tints it a bit.
Most people also point out that the helmet appears a bit elongated for a human skull, but the elongation accommodates ERC's hair and also the facemask/respirator and the, erm, eyes. Those aren't direct visors; an organic symbiont processes visual stimuli and feeds it to ERC.
And yes, in my impatience I decided to leave out the front view. I'm very impatient at time.
Oh and yes, this is Photoshop. Still one of my more traditionally done ones though, since I scanned up a pencil drawing first and colored under it [opposed to the current direct PS painting method I'm experimenting with].
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Endo74 In reply to Tabnir [2008-03-29 15:33:22 +0000 UTC]
points taken...
"I wanted that type of regularity and repetition to create a kind of ambiguity with the design. I chose a few motifs to repeat at intervals, and the overall effect gives the helmet less character and emotion [I think]. However I tried to pursue a more expressive helmet design with the iterations from the last 2-3 days, though you'll probably point out that they also maintain the repeating motifs that I did wish to retain. "
technology note:
By the justifications of your statements explaining the reason why your design appears the way it does, i would say the systems components are dated by about 60 years or more. Back in the 1950's this would have been "futuristic" concept; the fact is that "state of the art" is moving away from the "strapped on nature" of combat preparedness. Combat components are folllowing the same direction as the rest of engineering, namely micro or sub-atomic level weapons systems or nano-technology. On this Ultra-future battlefield there would unlikely be a man with a "super-suit" running around the dessert, jungle, woods, underwater or arctic environments. But, if there were such a suit it too would be crafted from nano-technoloy components. so it would be unlikely that the helmet he wore or any aspect of combat gear would have visible clasps, hooks, buttons or any other unnecessary attachments.
....(just thought i'd give you an example) some things you might want to consider about "real world" conditions as opposed to :motifs, emotion and expression ; being the main purpose behind your combat-suit design.
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Tabnir In reply to Endo74 [2008-03-29 16:56:20 +0000 UTC]
Excellent points, well taken. I'll think about it, though certainly the design aspects would also be influenced by the mechanics of the storyline [ah yes, that. Don't ask yet, it's just too damn long].
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