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©2008-2009 *Malaveldt
:iconmalaveldt:

Artist's Comments

These are some thumbnail concepts I did for a project a while back. I thought that seeing the process of moving through different revisions of the work might be interesting and give some insight into the process.

Comments


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:iconarchangelgabe:
Always nice to see the process behind the work. Nice thumbs.

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website - blog - twitter - tumblr - linkedin
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:iconallgoodnamestooken:
great designs, very original

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Freelance Character artist
:iconmind-thief:
i especially like the deisgn for 4 and 5 but 5 i like the best. very nice overall

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Won't you take a ride, on Heavy Metal?
:iconsolarkid:
The middle iteration of the fifth design is just how I imagined the CAT merc ship in Iain M. Banks' "Consider Phlebas" novel! Great work!
:iconcsp499:
*orgasms*

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...Indeed. ಠ_ೃ
:iconzorrino:
They would look a hell of a lot better if submitted as blueprints (colors reversed). Very good work.

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:bulletblue: Always open for commissions! :bulletblue:
:iconscherfi:
very inspiring as always. I need to find someone with your skills to take part in my game project! ^^ Where do I find those?
:icondragonjaw:
I sorta wonder what the practical reasoning behind some of those were, but then I remember that this is sci-fi, there doesn't have to be a reason besides 'it looks badass'. As it goes, model first, explain later.

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:thumb41373652:
:iconmalaveldt:
Ideally, it's really a back and forth kind of thing. You start with a basic idea of what the vehicle should be, 'about this big, mean looking, sleek or funky or whatever' and then make up a design that makes those decisions seem rational. Mechanical design is an element of narrative. It's a way of explaining what something is and does without the need for dry exposition. Once you have a real rough idea of *what* the vehicle is you can get into the million little things that make it look believable. The real magic is in giving the appearance of plausibility to the fantastic. It's a snow job. :)

Details

May 4, 2008
171 KB
171 KB
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