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Postby Greencoat7 » Tue Jan 16, 2018 1:47 pm

Posts: 14
Joined: Wed Mar 26, 2014 9:22 am

Subject title: Making sense of complex, sculpted forms

So my typical way of handling things starts off with uncomplicated shapes and geometry. My issue is with intricately sculpted, flowing forms which also have angular features to them and certain depth and volume.

Examples for discussion, first is a bit fanservice-y.:

https://kiwine.deviantart.com/art/Major ... -138959050

https://www.deviantart.com/art/Commissi ... -562784961

I can make out the larger, overall forms and get down up until the point I get real close in. For example, Motoko's shoes, knees and neck assembly. The Mindy armor I mainly have a problem separating what is undersuit and what is metal plating. For example, I finally figured out the wings connect to the back via mechanical arms to the top-most end of the wing thrusters, not the extending part just a bit below.

So I wanted to discuss if anyone was more comfortable with these kinds of forms, and how to go about drawing them without being overwhelmed by their shape complexity.
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Postby DarkLored123 » Tue Jan 16, 2018 4:06 pm

Posts: 315
Joined: Wed Jul 06, 2016 6:18 pm

What you are referring to are organic and complex forms/shapes, these can always be broken down into basic geometric forms like cylinders/boxes/pyramids/etc.. for example if you look at the Mecha character that you linked, the complexity of his thigh can be broken down into a single cylinder that had sections cut off to get the shape language that it has, you can also think of the forms individually if you want but it is best to simplify as much as you can so it is manageable. My advice would be to take some random organic forms/shapes from images that you like and trying to replicate them in a simplified manner such as figuring out their underlying forms, it'll help you build a sense on how to manipulate your forms for many scenarios.

I recommend you watch this video:


Postby Bugpal Hopeday » Fri Jan 19, 2018 1:29 am

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  Bugpal Hopeday
Posts: 140
Joined: Tue Jan 10, 2017 1:23 am

There's a few things that I find make complex geometry easier... Going from general to specific forms like DarkLored123 said. Drawing guidelines like a line down the center and lines dissecting it into planes is one I like. Drawing it see-through. Here are some exercises I use to try to improve.

Buuuut... there's also the fact that some forms are just more fiddly and time-consuming then others! I think even for these advanced artists, more complex geometry = more time drawing and rendering.

For example, you mentioned Motoko's shoes. The fact that it has those treads all over it just makes it more time-consuming. I think as long as you go from general shapes -> specific details and take your time, I don't think it's necessarily that much harder. Just... fiddly.

And if I were pulling a shoe from imagination, I probably wouldn't add them, because it would slow me down or I wouldn't be bothered. But those kinds of details do separate finished, professional looking pieces from studies and sketches.
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