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Author Topic: Have to draw a "dream car" for school. Advice?  (Read 3599 times)

miauw62

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Have to draw a "dream car" for school. Advice?
« on: November 03, 2012, 08:44:43 am »

So i have to draw a "dream car" for school, for some reason. I'm just planning on doing a simple car with a helicopter propellor thingy on top of it and the special helicopter thingy on the back. Then draw it when it would be "retracted". But anyway, my problem is that if i were to say that i was good in drawing, i would be sentenced to life because that is such a big lie. I have no idea how i have to do this. Does anybody have any advice?
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Yoink

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Re: Have to draw a "dream car" for school. Advice?
« Reply #1 on: November 03, 2012, 08:49:49 am »

Draw speed lines behind it and lots of helpful sound effects like 'BRM BRM BRM', 'ZOOOOM' 'SKREEEECH' and 'WHUDWHUDWHUDWHUD' (For the propeller).
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MonkeyHead

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Re: Have to draw a "dream car" for school. Advice?
« Reply #2 on: November 03, 2012, 09:08:40 am »

Guns. Add guns.

miauw62

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Re: Have to draw a "dream car" for school. Advice?
« Reply #3 on: November 03, 2012, 09:13:33 am »

Guns. Add guns.
The teacher kinda told us that guns were off-limits D:
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

MonkeyHead

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Re: Have to draw a "dream car" for school. Advice?
« Reply #4 on: November 03, 2012, 09:14:23 am »

Guns. Add guns.
The teacher kinda told us that guns were off-limits D:

Harpoons then.

Sheb

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Re: Have to draw a "dream car" for school. Advice?
« Reply #5 on: November 03, 2012, 09:14:55 am »

Make a TEC bus. Draw it arriving on time.
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Blargityblarg

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Re: Have to draw a "dream car" for school. Advice?
« Reply #6 on: November 03, 2012, 09:16:45 am »

Draw a Shetland pony.
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MonkeyHead

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Re: Have to draw a "dream car" for school. Advice?
« Reply #7 on: November 03, 2012, 09:17:36 am »

Draw a bear on a unicycle.

Sheb

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Re: Have to draw a "dream car" for school. Advice?
« Reply #8 on: November 03, 2012, 09:48:09 am »

Draw a box. The dream car is in the box.
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miauw62

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Re: Have to draw a "dream car" for school. Advice?
« Reply #9 on: November 03, 2012, 10:06:32 am »

Any actual advice? I apreciate the jokes, but i really have no idea how to start on this.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Sheb

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Re: Have to draw a "dream car" for school. Advice?
« Reply #10 on: November 03, 2012, 10:09:52 am »

I'd go for some sort of psychedelic car that you only see in dreams. Or that stuff. http://www.slipperybrick.com/2008/02/pyramid-electric-car/
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Re: Have to draw a "dream car" for school. Advice?
« Reply #12 on: November 03, 2012, 10:22:48 am »


I put a helicopter rotor on this car.
Draw a picture of it and bathe in those sweet accolades.

miauw62

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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Itnetlolor

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Re: Have to draw a "dream car" for school. Advice?
« Reply #14 on: November 03, 2012, 11:01:03 am »

You can always start by drawing a few basic curves and lines. I suggest starting with the wheel height, upper to establish a mid-point for the car, and lower to establish a bottom as well as a mid-point for the wheels/axles where the chassis/frame will be concerned later on (be they regular or monster wheels), determine how you want the wheels oriented in the image, and draw accordingly, starting with lines to line them up, and then circles/ovals to orient them FOIL (First Outer, Inner Last) style (to also line up the diameters if both wheels are at different visual angles (front facing camera, rear/car is facing left/right; don't forget to also include a slight gap between frame and wheel, and if you're crazy-detailed, work on a hub design, and design the brake system behind it as well). Where the hubcaps are concerned as well, determine the diameter of the wheels/tires and the hubs, so you have a consistent form/style), I advise to keep the initial lines for reference or aerodynamic lines/creases later on; depending on the style of car you're designing. Don't forget to assign a center point to make the wheels look convincing, including the tread details.

Next, establish the chassis you want, with the wheels as a frame of reference as to the scale. Doors are usually between 1.5-2x wheel height/diameter. Don't forget to also determine the car's ride height as well (how high from the ground the car's frame settles from the ground, relative to the wheels' axles/center (midnight racers nearly touching the floor, monster trucks way up high (way above the centers to the point of being completely over the wheels themselves), etc., you know; that kind of stuff.). A good starting point for style would also be working on the hood or the lights first, and then working backwards towards the windshields (front or back, depending on which way the car's facing).

Then just keep improving the detail of the image after you established a rough, kinda like how an image does a progressive loading, or how games improve detail using LOD rendering (think Borderlands as you watch things improve in quality over a short time, especially if you move quickly). Clean up the edges and correction points, and there you go, a snazzy new car exactly how you want it.

To help come up with a good angle, especially to achieve desired results a little quicker/easily, draw a couple circles or rectangles (wheel angles), and line up an I or X/double-wishbone frame and a mock outline chassis to find a desired angle you want to render the car before committing to an overall design, as well as to determine how many doors you want and etc.. It's similar to figure drawing and using stick figures to initially determine the pose you want the character to have when you render them. This pre-drawing phase can also help you come up with a good design and wheel drawing practice when you want to determine the diameters for later rendering when it comes time to work on them. Wheels on cars are like eyes on a figure/face. You can easily screw them up, and it can affect the overall image big time.

EDIT:
Oh yeah, when it comes to harder angles of rendering, where less of the car is visible (showing off the front or back), don't forget about foreshortening the visible sides, and how the rear-view mirrors stick out like ears on a face. It also doesn't hurt to work on a basic interior design as well, at least as background shadows. Wheel width can also affect the image as badly as the mirrors and hub design. It also helps to keep the wheel widths in mind as well to line up the ground with the rest of the car so it doesn't look like the car is on uneven ground (and look like it had a flat tire somewhere).

I've drawn cars and ships/machines and such before. I hope my advice helps. My preferred method of development: engineer it before you design it (how it works, how well it works, it's main purpose, how it will bind/hold together, etc.). Let the practicality of the design design it for you, and design the additional touches to make it stand out more (practicality before prettiness). Sometimes the 'ugly' duckling will turn into an overall badass design without needing to turn into a swan at all.

« Last Edit: November 03, 2012, 12:36:26 pm by Itnetlolor »
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