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1、.:.;Since the whole image is digital, the resolution can be bumped up later. Your file doesnt have to be much bigger than 100 MB. This will allow you to work at a decent speed on your computer. Put the line drawing onto its own layer and change the layer Blending mode to Multiply. With that you can

2、place the line drawing on top in your layer selection and all your color will go below it on seperate layers and not interfere with the line work, while still allowing you to see the original line drawing.由于整體圖象是數字式的, 決議能夠以后提高。 您的文件不用需大比100 MB 。 這將允許您任務以正派速度在您的計算機。 投入線描它本人的層數和改動層數混和的方式對 倍增 。 與那您能安頓線

3、描在上面在您的層數選擇并且一切您的顏色將去在它之下在seperate 層數和不會干涉線任務, 當依然允許您看原始的線描The way layers work, you can paint with broad strokes on elements in the lower layers because the layer above will hide the paint below. Thats how I structure my work. Here, I start with the shadow and the tires in black. The shadow is blurr

4、ed and only the outside of the tires are nice and clean. You can see that I also added some blue to the glass and hinted at some grey paint for the interior and tail section of the car.方式層數任務, 您能繪以廣大的沖程在元素在更低的層數由于層數上面將掩藏油漆如下。 那是怎樣我構造我的任務。 這里, 我開場與陰影和輪胎在黑色。 陰影被弄臟并且獨一輪胎的外部是好和干凈的。 您能看, 我添加了某一藍色來玻璃和并且暗示

5、了一些灰色油漆為汽車的內部和尾部。Using the path tool (something you just have to learn because you want the control), I basically cut out the whole body of my design. Silver is always a good color to render because it is neutral and reduces hard reflections that could take away from the design. I picked a medium gr

6、ey with just a blue hue in it. This layer is on top of the one with the tire and glass color. It is very important to organize your layers. It will make your life easier, especially if you need to do some changes later on.運用道路工具(某事您必需只學會由于您想要控制), 我根本上刪去了我的設計整體。 銀總是一種好顏色報答由于它是中立的和減少能拿走從設計的鞏固反射。 我采摘了媒

7、介灰色以一種藍色顏色在它。 這層數是在那個頂部以輪胎和玻璃顏色。 它非常重要組織您的層數。 它將使您的生活, 特別是假設您需求以后做一些變動。Now you are ready to sculpt your design. Study pictures or photographs to see how different colors with or without metallic paint reflect the environment. Have a plan of how you want to portray the body and the changes of surface

8、s on your design. Photoshop is a wonderful tool to allow you to add shadow and highlights to your design. Click on the dodge tool to highlight and use the burn tool to darken your image. You are working with the existing pixels and dont have to worry about masking etc. You can see how I have highlig

9、hted the shoulder of the car and put a dark core at the center of the car picking up some light from the ground again. You want to use large, soft brushes and take the time to get it right.如今您預備好sculpt 您的設計。 學習圖片或相片看怎樣不同的顏色有或沒有金屬油漆反射環(huán)境。 有方案怎樣您想要描寫身體和外表的變動在您的設計。 Photoshop 是一個愉快的工具允許您添加陰影和突出對您的設計。 點擊推

10、托工具突出和運用燒傷工具使您的圖象變暗。 您任務與現有的映像點, 不用需擔憂掩沒等。 您能看怎樣我突出了汽車的肩膀和再投入了一個黑暗的中心在汽車采摘的中心一些光從地面。 您想要運用大, 軟的刷子和需求時間得到正確。Time to build in some reflections and details. I started with the side glass and pillars, and added a light reflection. You can also see how I played with warm and cool tones. A cool blue hint

11、on top reflects the sky, and a warm beige picks up some ground color. Taillight and signal lights, mirror, tire highlights are all features that will have to be done right in order to add realism to the design.時辰修造在一些反射和細節(jié)。 我開場了與旁邊玻璃和柱子, 并且添加輕的反射。 您能也看怎樣我演奏了以暖和和涼爽的口氣。 一個涼爽的藍色提示在上面反射天空, 并且暖和的灰棕色拾起一些地

12、面顏色。 尾燈和信號光, 鏡子, 輪胎聚焦是將必需完成為了添加現實主義來設計的一切特點。If you have the time to design your own wheels, render them separately and import them into your side view. Here, I just borrowed the design from an existing car and tweaked them a bit. Naturally they are a little bit bigger than a production version, but

13、we have seen how big tires are emulating what designers have been doing for many years. You can buy 26 inch wheels these days, wow.假設您有時候設計您本人的輪子, 分開地報答他們和進口他們入您的側視圖。 這里, 我從一輛現有的汽車借用了設計和扭捏了他們位。 自然地他們比消費版本略微大, 但我們看見了怎樣大輪胎看齊什么設計師做著許多年。 您能買26 英寸輪子那些日子, 哇。Anyway, showing very little rubber just always l

14、ooks good. At last it is time to add some highlights. Dont go overboard with it, it can look like pigeon shit very quickly. Thats actually an official term. Little white brush strokes should give the car a bit of sparkle. Thats all and you are done. Carefully erase some of the line work in areas whe

15、re it was used to help outline. These dont really exist on a car. Door cuts and grooves should stay.無論如何, 顯示很少橡膠總看起來好。 最后是時間添加一些聚焦。 不要做得過分與它, 它能夠非常迅速看起來象鴿子shit 。 那實踐上是一個正式期限。 一點白色刷子沖程應該給汽車一點閃閃發(fā)光。 那是一切并且您做。 仔細地刪掉一些線任務在它被運用協(xié)助 概述的區(qū)域。 這些真正地不存在在汽車。 門切開并且凹線應該停留。If you want to put the car in front of a bac

16、kground as I have shown here, you can play with the side glass and make it see-through which gives the car more depth. Place your signature somewhere visible but dont let it interfere with the work.假設您想要投入汽車在背景前面好像我顯示了得這里, 您能演奏與旁邊玻璃和做它看見經過哪些給汽車更多深度。 安頓您的署名某處可看見但不要讓它干涉任務。IntroductionAlthough we all l

17、ike to see and admire well crafted illustrations, as a professional designer you will find that these constitute a small percentage of the work you will produce. As a designer your job is to create many and varied ideas in a short space of time, and to do so in a way that others can see and understa

18、nd your thinking. A good sketching technique can fulfil both of these. When practicing to sketch it can be very hard at first to know when to stop, and subsequently every drawing becomes a time consuming rendering. It is important to learn not to be overly precious when sketching. By doing so you wi

19、ll produce more and improve much faster. 雖然我們全部喜歡看和敬仰很好被制造的例證, 由于一位專業(yè)設計師您發(fā)現這些構成任務的小百分比您將消費。 由于設計師您的任務將發(fā)明許多和各種各樣的想法在時間短的空間, 并且做如此用其他人能夠看和了解您以為的方法。 一個好速寫的技術能夠履行這兩。 當實際速寫它能夠是非常鞏固起初知道何時停頓, 并且每張圖畫隨后成為一費時的rendering 。 它重要學會終了不 珍貴當速寫。 將將經過做如此您消費更多和快速地改善。This tutorial aims to show a good technique for workin

20、g out ideas in both a fast and readable manner. To be able to produce sketches which read as 3D objects, a basic understanding of perspective is required. For this reason the tutorial begins by giving a brief overview of the rules of one and two point perspective, including wheel ellipses. It then t

21、alks through three examples, all using different perspective viewpoints. Each one shows how to build a sketch from a blank page, through the rough line work, and finally simple colouring methods.這個講解計劃顯示制定出想法的一個好技術以快速和可讀的方式。 能導致讀作為3D 對象的剪影, 對透視的根本的了解必需。 因此講解開場由給一和二點透視規(guī)那么的簡要的概要, 包括輪子橢圓。 它然后說話經過三個例子,

22、一切運用另外透視觀念。 每一個顯示怎樣建立一個剪影從一張空白頁, 經過概略的線任務, 并且最后簡單的著色方法。Perspective透視When drawing, a basic understanding of the rules of perspective is essential if you are to achieve a realistic effect. Only once you have learned these rules you can begin to distort or exaggerate them in order to accentuate element

23、s of your design. There are three basic forms of perspective (one, two and three point). There are also three main elements present in each of these (the vanishing point, convergence lines and horizon line). This tutorial shows the basics behind one and two point perspective only, three-point perspe

24、ctive being a technique that automotive sketching does not require.當畫, 對透視規(guī)那么的根本的了解是根本的假設您將到達一個現實作用。 只一旦您學會了這些規(guī)那么您能開場變形或夸張他們?yōu)榱藦娬{您的設計的元素。 有透視(一個的三個根本的方式, 二和三點) 。 有并且三個主要元素當前在每個這些(消逝的點, 集合線和天際線) 。 這個講解顯示根本在一和二點透視之后獨一, 三點透視是汽車速寫不要求的技術。Horizon Line: This line, as its name suggests, describes the horizon

25、, which is always considered to be at eye level. For instance, an object sited above the horizon line is above the viewers eye level and will therefore show its underside.Vanishing Points: Sited on the horizon line these are the points where all convergence lines meet. Although always on the horizon

26、, their position on the horizon depends on the viewers angle to the viewed object.Convergence Lines: All parallel lines in a scene will always appear to converge to a single point (the vanishing points). The exception to this rule is that lines viewed in parallel or perpendicular to the viewer will

27、not converge. In one and two point perspective you can also consider all vertical lines as non-converging lines.One Point Perspective: One point perspective is evident when the object being viewed lies parallel or perpendicular to the viewer. This means that only lines travelling towards or away fro

28、m the viewer appear to converge to a single vanishing point on the horizon. Picture one shows how this makes for a very simple version of perspective, which is especially useful for sketching quick side views of a vehicle.Two Point Perspective: When the object being viewed lies at an angle to the vi

29、ewer, as in the second sketch example, all the horizontal lines appear to converge. This therefore introduces a second vanishing point on the horizon. Where the vanishing points fall on the horizon line depends on the angle of the object to the viewer. Looking at picture two you can see that if the

30、vehicle were turned so that more of the side was visible, then the right vanishing point would move to the right and out of the image.Wheel Ellipses: Getting correct ellipses when drawing a car is probably the hardest part of perspective. Getting it absolutely correct will probably not add anything

31、to your drawing, but getting it wrong however will make your drawing look very odd. If you look at a circle at an angle of 90 degrees then what you see is indeed a circle. Once you start to reduce the angle you view the circle from, it starts to appear to be an ellipse. An ellipse has a Major Axis a

32、nd a Minor Axis. In picture three you can see where these are situated on an ellipse. The Major Axis divides the ellipse into two equal halves along the longest dimension, whilst the Minor Axis divides the ellipse into two equal halves along its shortest dimension. Although not technically complete

33、(the full explanation is long, more complicated and not generally required when sketching) a good rule of thumb is that you should always align the Minor Axis with the axle of your vehicle. The Major Axis, and therefore the longest dimension of the ellipses should therefore run perpendicular to your

34、 axle line. Finally, how do you ensure that the angle of your ellipse is correct? There is a method using construction boxes, but in practice you should not need this for sketching. If you ensure that you have got all of the above correct then the angle, or width of your ellipse hopefully should be

35、self-evident.The following pages show three examples of sketches based on 1 and 2 point perspective.When I begin a sketching program I almost always start by drawing only in side views. The point of early sketch work is for the designer to find many ideas in a short space of time. By sketching in si

36、de view (and usually reasonably small) I can generate many pages of ideas very quickly. This is mostly down to the fact that you need to think about perspective very little, and can therefore concentrate on thinking about ideas. Almost the only element of perspective visible in these drawings is the

37、 way that you can see the far side wheels. This is due to the fact that in 1-point perspective the only convergence lines that actually converge are those moving towards or away from the viewer.Stage 1You can see here that I have started by gently roughing in a ground line and two wheel positions. I

38、 have also lined in a shoulder height for the vehicle. The important thing to remember here is to keep your line work fast and light. This way you can change and move things around as the sketch progresses. A common mistake when learning to sketch is starting a new drawing when you realise something

39、 is out of place. Dont! Continue with the drawing, using the mistake as a guide to amending the problem, increasing the darkness of your lines as you refine the sketch.Stage 2Here I have lightly marked in the rough proportions of the vehicle, using a centre line and the window opening. When putting

40、in the centre line try to avoid the temptation to shorten the overhangs too much by bringing the front and the rear very close to the wheels. Look at a photograph of a car in side view and you will see that the corner of the vehicle falls somewhere in the space you are leaving. If your vehicle has a

41、 lot of plan shape at the front or the rear then you will have to leave even more space.Stage 3I have now defined the top edge of the bodywork from the rear window, over the roof and down to the front bumper. Remember when drawing this line that it denotes the curvature over the roof and through the

42、 two screens (when looking directly from in front or behind the vehicle). For instance you can see that the rear screen has a little curvature, which flattens out into the roof (although not completely flat) and then as the corner surface travels into the windscreen the curvature increases. You can

43、see that the closer the edge line is to the centre line, the less curvature is implied for the surface between.Stage 4Once you are happy with the general shape and proportion you can begin to firm up some of the details (remembering of course that it is only a sketch). I have added some light reflec

44、tion lines in the side window and down the body side. I have also defined the front corner. Again the same rule applies here as when drawing the roof. The further the corner is from the centre line of the front end, the more curvature you are giving the front bumper in plan view (veiwing from above)

45、.Stage 5This is the final stage before applying colour. Here you can see I have firmed up all the details I am happy with and added some detail to the wheels. It is always worth putting a little bit of effort into getting the spacing reasonably correct on the wheel details since it will lift the loo

46、k of your sketch a lot. Also important to note is that the sketch is still very loose and fast in its line work. This will only come through perseverance and practice.Stage 6Once you are happy with the general design and proportions you can begin to add colour. Here I have simply shaded the windows

47、and wheels using a dark grey marker five or six. Note that this does not have to be super accurate. I have then further darkened the lower area of the windows and the front wheels, by letting the marker dry and going over the area again. The reason I have only darkened the front wheels further, and

48、not the rears, is to help give the drawing a sense of movement. If you give all areas of your sketch the same weight and level of work then the final result can look very flat on the page.Stage 7This is the stage where you will have to force yourself to not become precious about your sketch. Hopeful

49、ly you will now have a nice drawing on the paper, and to attack it in a loose and fast manner with a marker pen is not easy. These lines represent the scenery reflecting in the body side. You can see that I have continued the reflection in the window onto the bodywork and darkened down just beneath

50、the shoulder. The area I have lightly markered half way up the body side actually represents the horizon line, which is reflecting from behind the viewer. The important thing here is to be very loose and to keep your choice of marker very light.Stage 8This is probably the simplest part of the drawin

51、g, yet the one where you really see your sketch coming to life. Just choose a colour of pastel similar in colour to the previous marker work and apply it along the length of the bodywork, centering just beneath the shoulder line. Do not worry about going over the edges of the drawing.Stage 9You are

52、now in the final stage of the sketch and really just finishing off. Using an eraser and gently rubbing out all the areas the pastel has fallen on upwards facing surfaces of the car, you can really bring out the 3D form of your vehicle.This is the point you could actually stop. The drawing is now com

53、plete enough that anybody can look at it and get a good idea of the 3D form you are trying to describe. For a little bit of extra sparkle to the drawing however you will probably want to add the smallest hint of highlights.Stage 10By using an airbrush (if you are lucky enough this is easiest to do i

54、n Photoshop) you can brush a very quick faint line down through the bodywork. Then on all the upward facing surfaces it falls on, you can spray a light halo of white. Remember to be subtle here since you dont want to lose the definition of your surfaces, you only want to add that final bit of sparkl

55、e.Whilst you are producing the side views you will want to work out what is happening at the front and rear of the vehicle. To do this without resorting to a simple front or rear view, you will now have to begin sketching in two-point perspective. For these early sketches however you will not want t

56、o get too lost in trying to draw good perspective. Because of this I like to sketch in a view I call flat perspective. Essentially this is a car viewed at an angle but from down low so that all the convergence lines fall on the horizon line and through the centre of the vehicle.Stage 1You start this

57、 drawing in a similar fashion to the side view, by sketching in a ground line and two wheels. You can see however that this time the rear wheel is at an angle. The more you want to see the front of the vehicle the thinner this ellipse will be. Remember to sketch lightly, since you are now more likel

58、y to want to adjust things than when drawing a simple side view.Stage 2I have now added the profile of the vehicle. During this stage I am lightly working out the rough proportions and theme of the vehicle. If at this point I want to adjust something such as the position of the wheels, in order to f

59、ine tune the proportion of the vehicle, then I can. By sketching lightly at this stage you can make these adjustments without fear of spoiling your sketch. Take note of the way the centre line is most visible on the more vertical surfacesStage 3Here you can see that I have added the wheels from the

60、far side of the car. A trick usually employed by designers is to exaggerate the position of the far side front wheel, putting it out in front of the car. This gives a dark background to emphasise the body shape of the bumper against. At this stage I am still working things out and sketching lightly,

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