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Published: 2009-02-25 19:50:56 +0000 UTC; Views: 3704; Favourites: 63; Downloads: 208
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Description
This is a collection of thumbnail sketches I compiled for the Anime News Network interview I did for Evan Miller's "The Gallery" column.[link]
Most illustrators doing concept work use some form of thumbs so I wanted to show some of the origin thumbs and final paints (indicated by the red bordered thumbs over the painted final designs). Also I feel it's important to stress the value of working in thumbnails to young aspiring artists (especially if you dig anime production design and this approach) as it's really one of the most effective ways to keep your focus on form and visual silhouette before deciding to detail out a design in a more finalized form.
There are a few little peeks at things I have never posted here before; the beverages, a collection of keys, two new Polemon deco vehicles (part of a sheet of them to be posted soon in scraps), a SADUS (bottom frame), and an Indus wall rider. The prop stuff is, well, just that, common props but the wall rider (the vehicle with the tires to the sides suspended on a fixed track) is a rather significant (new to this gallery) Indus based design I've never posted before.
The wall rider vehicles were designed back in 93 and were part of the foundation material Steve Loveland, and I came up with that evolved into what you see now on DA. You will see more of these vehicles soon and our reasoning for designing vehicles like this was we wanted something different than the typical flying cars you see in sci-fi future cities. We also wanted something restrictive for the populace to be straddled to, inefficient. Going this route provided something unique to the setting on Indus (being an endless maze of architecture) and also a potential iconic form of transport to the Theos universe.
I decided to post this one in the full resolution it was on Anime News Network (just click download for the full-res). More to come
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Comments: 25
sevenofeleven [2009-03-09 15:16:33 +0000 UTC]
Its like a "Vulne Pro"cess tutorial!
Thanks for the info.
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metalformer [2009-02-28 15:43:45 +0000 UTC]
This is a very good posting. Its a nice history lesson of some sort as one can have an idea how all your ideas originated and how they eventually evolve.
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VulnePro In reply to metalformer [2009-03-04 03:36:20 +0000 UTC]
Thanks! Indeed I just wanted to show a few from the thumb to the final but it's still more a glimpse of process than a fully detailed explanation or tutorial. Eventually I'll have to do something like that too
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jack07 [2009-02-27 03:23:03 +0000 UTC]
i do like the robotic designs you make alot
but what caught my attention this time was the car, very unique looking design
sorta retro but still futuristic, nice work with that one
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VulnePro In reply to jack07 [2009-03-04 03:42:59 +0000 UTC]
Thank you Yeah, at this point many know Vulne Pro for the bot stuff but I like to design pretty much everything you can imagine. Cars are fun and getting that balance of retro future is something I'm both interested in exploring personally and the story itself pretty much supports.
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jack07 In reply to VulnePro [2009-03-07 23:40:41 +0000 UTC]
well you do make some fantastic designs, doesnt surprise me that you draw a wide range of stuff
retro future is sure a rather interesting concept for designs and stuff, i agree
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max1975 [2009-02-26 06:55:06 +0000 UTC]
I love this behind-the-scenes stuff, thanks for sharing.
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thomastapir [2009-02-26 01:28:41 +0000 UTC]
NICE...I especially like the SADUS thumbs, upper right. Cool to get a glimpse "behind the scenes," so to speak!
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amade [2009-02-26 00:40:15 +0000 UTC]
You have very clean thumbs, don't you find it more restricting than you would if you sketched your thumbs more roughly, or does it just come naturally for you? My thumbs are always very rough in comparison, merely just to get an overall shape rather than have details in so I'm pretty impressed that you already have your detailing sorted out in the thumbs stage. I feel that rougher thumbs would give me more leeway to extemporize on a design.
Really love the vehicle designs.
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VulnePro In reply to amade [2009-02-26 01:08:25 +0000 UTC]
Oh, I also should note that sometimes I will light box a thumb for a cleaner base illo to work with if I plan to take it into Photoshop for digital paints. The little SADUS guy on the bottom is a clean light box of the original thumb, which was still pretty clean overall. The rest on the page are all the original base thumbs.
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VulnePro In reply to amade [2009-02-26 01:02:29 +0000 UTC]
All very true points I totally concur with as to thumbs. My stressing them indeed is regarding, whether rough or not, the ease is there to explore the design and that it does keep you focused on form, detail or not.
No, I don't find doing clean thumbs restricting in any way for my personal process. The answer is yes, it's pretty much just natural to me at this point so much so that I often find I can sort out some of the base details right in the thumb stage. I suppose it's simply because I have been riffing these types of things out for so many years I can sort things out rather quickly on the fly. This isn't to say I don't still do rough ones too as I certainly still do but often there's some detail in them at this point. If you look at the older thumb sheets I have posted in scraps you'll see a lot of those are indeed very, very rough and loose. My process, for me now, is pretty much a matter of just flowing with the visual cues and language I've developed for this material so the details just happen organically as I explore.
Thanks man, and glad you dig the vehicles, those are a lot of fun to do
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quickblast In reply to VulnePro [2009-02-26 01:15:46 +0000 UTC]
oh can the red car transform becuas it look lik eit can jest the way it made
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quickblast In reply to VulnePro [2009-02-26 02:17:09 +0000 UTC]
ok jest what to make shour^^
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PlasmaFire3000 [2009-02-25 20:01:38 +0000 UTC]
Thanks for posting this, Mike. Fav'd for the reference collection...
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VulnePro In reply to PlasmaFire3000 [2009-02-26 01:04:47 +0000 UTC]
You're welcome, I will be posting a good deal of varying stages of development on this material, rough, semi rough, finalized, etc. This project has a huge amount of latitude to explore a lot of visual concepts and ideas. More to come
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