Técnicas básicas de dibujo de coches - ForoCoches
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  Técnicas básicas de dibujo de coches  
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Viejo 27-jul-2004, 01:08   #1
Dardo
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Mar 2003 | 2.872 Mens.
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Smile Técnicas básicas de dibujo de coches



Quería hacer un post de este tipo desde hacía meses, pero por falta de tiempo (y para que negarlo, a veces pereza), que lo he ido retrasando hasta el día de hoy... bueno, todo hay que decirlo, me han ahorrado mucho trabajo :cuñao: Las explicaciones están en inglés, lo siento pues por los que no lo dominan, pero vaya, creo que las imágenes son lo suficientemente aclaratorias como para que cualquiera pueda intentarlo...
Está claro que con estas técnicas no se consigue todo, es a base de dibujar y dibujar día si día también que se sacan sketches en condiciones. Espero que a los que les guste el diseño de coches les sirva de algo

Si alguien tiene alguna duda, estaré encantado de intentar ayudaros.

pdta: es bastante tocho

Tutorial: Quick Sketch Technique

Introduction

Although we all like 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 understand 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 will produce more and improve much faster.

This tutorial aims to show a good technique for working 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 talks 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.



Perspective

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 elements 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 perspective being a technique that automotive sketching does not require.

Horizon Line: This line, as its name suggests, describes the horizon, which is always considered to be at eye level. For instance, an object sited above the horizon line is above the viewer's 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, their position on the horizon depends on the viewer's 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 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 from 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 viewer, 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 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 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 and 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 (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 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 self-evident.

The following pages show three examples of sketches based on 1 and 2 point perspective...






Quick Sketch Technique - 1 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 side 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 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 1

You can see here that I have started by gently roughing in a ground line and two wheel positions. I 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 is out of place. Don't! 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 2

Here I have lightly marked in the rough proportions of the vehicle, using a centre line and the window opening. When putting 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 lot of plan shape at the front or the rear then you will have to leave even more space.



Stage 3

I 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 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 see that the closer the edge line is to the centre line, the less curvature is implied for the surface between.



Stage 4

Once 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 reflection 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).



Stage 5

This 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 look 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 6

Once you are happy with the general design and proportions you can begin to add colour. Here I have simply shaded the windows 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 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 7

This is the stage where you will have to force yourself to not become 'precious' about your sketch. Hopefully 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 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 8

This is probably the simplest part of the drawing, 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 9

You are 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 complete 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 10

By using an airbrush (if you are lucky enough this is easiest to do in 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 don't want to lose the definition of your surfaces, you only want to add that final bit of sparkle.



Quick Sketch Technique - Flat 2 Point Perspective =======================================




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 to 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 1

You start this 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 likely to want to adjust things than when drawing a simple side view.



Stage 2

I 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 fine 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 surfaces



Stage 3

Here you can see that I have added the wheels from the 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, making changes where necessary. Also of note is the way the base of the windscreen is not simply horizontal. In fact from this angle you can see the swell of the hood in the way this line climbs towards the centre line and then disapears down the other side.



Stage 4

Once you are happy with your design and its proportions you can begin to firm up the lines you want to emphasise. These are usually the lines that represent a strong graphic element of your design. Other lines, which represent changes in the body surface should be left lighter, since you can emphasise these better with the use of colour and shading.




Stage 5

In this final stage before adding colour you can see that I have drawn the final details, and added some more light line work defining my surfaces a little better. Take note of things like how the shoulder highlight runs through the front wheel and down, becoming the corner of the bumper.



Stage 6

Now that you can begin to add colour to the design, the process is very similar to a side view sketch. You can see that I have used a dark grey marker, in a similar manner as the side views, to colour all of the windows. The reason for using such a dark colour on these elements, and a light colour on the bodywork, is that it makes the sketch easier to read. At a glance you can get a feel for the shape and graphic of the vehicle, because of the strong contrast.



Stage 7

Following the same rules as in the side view sketch, you can now add a little light marker work representing reflections in the body side. Keep these simple and loose without adding to much marker. You can see that I have also shaded everything on the far side of the centre line (with the exception of the upward facing surface on the bumper). This helps to emphasise the curvature of these surfaces and the general 3D feeling of the sketch



Stage 8

This, as in the previous example is the easiest part of the sketch. Just apply a quick brush of pastel along the body side of the vehicle.



Stage 9

Using an eraser I have now picked out all the upward facing surfaces on the vehicle. This includes the surfaces of the spokes on the wheels. Try to be gentle when erasing against a line that represents a soft change in the body surface, since a sharply erased edge will obviously signify a sharp angle in the body.



Stage 10

Finally you can if you wish add some gentle highlighting.

Quick Sketch Technique - Full 2 Point Perspective ==============================================



Proper two-point perspective is the hardest of the three examples here to get correct. For this reason I usually wait until I have a rough idea of my design before moving to this kind of view. It is however essential that you do learn to sketch using full two-point perspective, since sketching with simplified viewpoints does not allow you to fully resolve all the surfaces in a design. You can see in the graphic on the left that using this kind of perspective means that all parallel lines running both down the body side and across the front or the rear of the vehicle will converge. This can make it hard to figure out how to draw things such as sloping shoulder lines. A good way to practice to begin with is by sketching a simple cube or rectangle in perspective, and then by adding wheels at each corner. Once you are confident at this you can begin to add simple forms to this box, building the drawing into a more car like image. From there you can begin to disregard the box and only use the guidelines you feel will help you sketch your design.




Stage 1

I have started this sketch by drawing some simple guide lines, all showing the convergence of the parallel lines. Onto this I have sketched the wheels. You can see that as explained earlier, the major axis of the ellipses are at right angles to the axle lines on the vehicle. Remember to sketch lightly here as it is almost certain you will want to adjust your ellipses as the sketch progresses.





Stage 2

In the second step I have built up a simple side surface for the vehicle. You can see how the shoulder line of the vehicle also creates the rear corner, creating a single surface down the side of the vehicle. It is usually easier to work in this way, working out the major surfaces before adding the smaller surface details such as wheel arches. You can see I have also added the front shutline from the door to help me define this side surface.





Stage 3

This stage is the hardest part of drawing in perspective. You must now work out how the surfaces you have drawn on the near side of the vehicle will appear on the far side. There are some very technical techniques of perspective construction grids you could use to do this, but when sketching I prefer to work these out roughly in my mind. The important thing is that you understand the general rules and principles of perspective. From there you should practice sketching using only simple guidelines which will ensure that the sketches remain fast fluid and spontanious. It is usually helpful at this point to have some pictures of similar vehicles at the same angle of view on your desk that you can look at. As in the previous step you can see that I have worked out all the major surfaces first. Also of note is the way the tumblehome (leaning inwards) of the side windows flattens out the far edge of the vehicle. Again, looking at pictures of actual cars will help you get a feel for this.




Stage 4

Once you are happy with the rough proportions and are confident you have got the major elements of the perspective correct you can add the rest of the detail surfaces. Note how the centre line of the vehicle can be used to emphasise the treatment of the surfaces. You can also see that I have exaggerated the plan curve of the rear by putting the far side lamp almost out of sight around the corner of the body.



Stage 5

The final pen stage is to add some interior and alloy wheel details to the drawing. When adding the interior details you don't have to spend a lot of time, since all you want to do is give a suggestion of the shapes inside.


Stage 6

To shade the inside of the vehicle I have used two grades of marker. With these two markers you can achieve four tones of colour. By using only two grades of dark gray you can help keep the change in shades very subtle. If you half shut your eyes and look at the sketch, you should “read” the whole window, and not each separate shade. The same should be true after you have applied the colour to the bodywork, which is why you should choose a reasonably dark colour for your windows and a light one for the bodywork (or vice versa).


Stage 7

Remembering to keep things simple you can now add a light coloured marker to the bodywork. You can see that I have also added a little marker at the furthest edge of the vehicle. You could also try blocking in every surface on the far side of the centre line except the upwards facing ones, as shown in the flat 2 point perspective sketch




Stage 8

It can be easy to over-complicate the pastel work when shading a 2 point perspective sketch, since you try to 'correctly' shade every surface. I always try to resist this temptation, and try to use only two dominant areas of colour. The first one passes down the body side of your vehicle just as in the side view sketch, whilst the second goes on the far surfaces. This leaves a core of brightness running through the surfaces closest to the veiwer, which helps give the sketch a strong 3D feel.



Stage 9

The last two stages are quick and simple. Add a quick bit of red marker or pencil to the rear lights and erase the pastel from the up facing surfaces just as in both previous examples…




Stage 10

…and finally add the little bit of airbrush shine.


Sketches Allan Macdonald
www.cardesignnews.com



La belleza no es una excusa... es un norte
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Viejo 27-jul-2004, 01:48   #2
natxo037
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ratoncillo derrapador

Podria Ser Peor Y Estar En Aleman. Gracias Tio Y Veremos Ke Sale....mandalo A Renault, Seat Y Vw Ke Les Hace Muchaaa Faltaaaa Y Kizas Se Interecen Por El Dibujante
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Viejo 27-jul-2004, 09:38   #3
Dardo
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up

La belleza no es una excusa... es un norte
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Viejo 27-jul-2004, 09:52   #4
Ferriz
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Ford Mondeo Titanium X 2007 negro

Le echaré un vistazo

Saludos!
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Viejo 27-jul-2004, 11:18   #5
Zhio
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S60

Gracias Miguel, pero... pon uno tuyo no?

La Lancia é uno stile di vita, Sarò sempre Lancista
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Viejo 27-jul-2004, 12:03   #6
Jim25
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Uno italiano...

Mooolaaa!

Probaré con el mio! Tiembla Giugiaro...

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Viejo 27-jul-2004, 12:07   #7
sombra2
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joder que bueno!
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Viejo 27-jul-2004, 13:11   #8
PajaroLoco
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Supra y Cupra vitaminados xD Yamaha FJR1300 & XT600

Joder... yo solo se hacer caricaturas de coche
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Viejo 27-jul-2004, 14:25   #9
Dardo
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Cita:
Originalmente Escrito por Zhio
Gracias Miguel, pero... pon uno tuyo no?
prometido

La belleza no es una excusa... es un norte
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Viejo 27-jul-2004, 14:34   #10
Tifosi
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MRS III

oh que post mas guapo!!
a ver si consigo entender algo de todas formas muchas gracias, me interesa muchísimo

y 5 estrellas porque se lo merece
un saludo
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Viejo 27-jul-2004, 15:07   #11
J-TECH
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RENAULT clio sport 182 & RENAULT clio 1.8 16s phase 1

Esto me interesa muuuuuuuuuuuuuuuuuuuuuuuuuuuucho. Muchas gracias dardo. 5 estrellas para el post

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Viejo 27-jul-2004, 15:28   #12
J-TECH
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RENAULT clio sport 182 & RENAULT clio 1.8 16s phase 1

dardo tengo curiosidad por saber con q esta pintado el coche del dibujo, pinturas pastel o algo blando??parece q se difumina bastante bien, yo esq no paso de las pinturas de palo y los rotuladores carioca....xDD, lo q hago lo he aprendido yo solo q llevo dibujando coches desde los dos años y nunca nadie me ha aconsejado, es mas, nunca he compartido opiniones con nadie q dibuje coches como yo, y al ver la pagina de www.cardesignnews.com alucino como estan los dibujos q hacen sobre papel.
segun he visto este post se me han iluminado los ojos...jeje

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Viejo 27-jul-2004, 15:40   #13
Dardo
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los sketches explicativos están hechos con boli (seguramente punta fina) sobre papel normal (no creo que hayan utilizado papel especial Letraset o cualquier otro), para dar vida al dibujo se utilizan pasteles (mezclados al gusto con polvos talco) y rotuladores "de verdad", como por ejemplo, los Pantone (unos 5€ cada uno en cualquier tienda seria de dibujo). Al finalizar el dibujo se da luz con brillos, que tanto se pueden lograr con la goma de borrar, como con toques de pintura blanca (guash) o pasándolo por el photoshop...

de todos modos, lo más importante para empezar a dibujar coches es entender la perspectiva, como funciona y como se comportan las lineas unas con otras... después se aprende a renderizar y demás... y, sobretodo, dibujar mucho...

por cierto, si quieres ver buenos sketches (estos que pongo no son nada del otro mundo), busca la revista Car&Design y verás lo que es bueno

La belleza no es una excusa... es un norte
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Viejo 27-jul-2004, 15:50   #14
J-TECH
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RENAULT clio sport 182 & RENAULT clio 1.8 16s phase 1

Dado, y como has aprendido todo eso?? has estudiado para ello o algo asin??
tengo mas dudas aora q has escrito todo esto.
1.-en q consiste lo de mezclar las pinturas pastel con polvos de talco?

2.-a que llamas renderizar??


te pongo un par de dibujos q poco tienen q ver con lo q tu expones y estan hechos a mi manera, esto es todo lo q doy de si asta la fecha.
Imágenes Adjuntas
Tipo de Archivo: jpg clio 16vr(pekeño).jpg (40,2 KB, 403 visitas)
Tipo de Archivo: jpg gt turbopek.jpg (47,7 KB, 390 visitas)

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Viejo 27-jul-2004, 16:13   #15
Dardo
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bueno, yo, como tantos otros, ya desde crio que soñaba con diseñar coches, así que desde pequeño que me empapaba de dibujos que encontraba... digamos que aprendí solo a dibujar medianamente bien (cuando no sabes qué técnica se ha utilizado para hacer algo, eres tú mismo el que prueba mil cosas hasta conseguir el mismo objetivo)... cuando pude estudié diseño industrial, y allí tuve como profesor a un ex diseñador de Seat (un saludo Agustín ). El caso es que él me enseñó a pulir la técnica y a hacer sketches correctos... o mejor dicho, a no pensar en la persectiva (que saliera sin pensarla) y sólo en sacar buenas ideas... este año, si la economía lo permite, haré un master en diseño de transportes.

1.- lo de mezclar el pastel con talco se debe a que con este último consigues que se pueda extender mejor el pastel sobre el papel. No sé si nunca has utilizado pastel para trabajar, pero para que tengas una idea general, son "tizas" de color (no como las de pizarra, evidentemente). Normalmente se coje la tiza/barra de pastel y con un cutter se rasca para sacar polvo de pastel, que posteriormente se mezcla con otros colores de pastel para conseguir el color que quieras y después con polvos de talco, para trabajar más cómodamente y que el acabado sea uniforme y sin manchas sobre el papel. En ese sentido, el papel es una parte muy importante si quieres que el acabado sea bueno, un papel de 80gr no es útil para trabajar con rotuladores y pastel. Para eso, es mejor utilizar el papel Letraset, por ejemplo (mucho más caro, pero hay unos pensados expresamente para el rotulado, con lo cual, el acabado es mucho mejor y gastas menos material de dibujo).

(para aplicar el pastel con polvos talco van muy bien esos algodones desmaquilladores redondos)

2.- a renderizar le llamo yo a darle vida a un sketch, es decir, darle volumen, color, luz.

De todos modos, cada vez menos se tiende a hacer sketches muy bien acabados, de hecho, lo que tiene más valor es la idea creativa y lo bien que lo sepas explicar con un boceto. Lo importante es tener la técnica suficiente para que un dibujo se explique por sí solo, y este post lo puse precisamente para eso, para ayudar a entender hacia donde va cada línea en un dibujo en perspectiva. También es útil fijarse en las fotos de coches, parece que no pueda ser, pero la perspectiva está ahí, sólo se trata de fijarse y de aplicar lo que ves al dibujo... ah! y soltar la mano y el brazo nada de dibujos minúsculos, DinA3 mínimo...

pondré más tutoriales sobre diferentes técnicas...

La belleza no es una excusa... es un norte
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Viejo 27-jul-2004, 17:49   #16
J-TECH
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RENAULT clio sport 182 & RENAULT clio 1.8 16s phase 1

muchas gracias por todo dardo

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Viejo 27-jul-2004, 20:53   #17
Dardo
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Mar 2003 | 2.872 Mens.
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de nada J-TECH

a ver si la gente se anima y pone sus dibujos

La belleza no es una excusa... es un norte
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Viejo 27-jul-2004, 20:59   #18
Zhio
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Mar 2003 | 25.896 Mens.
Lugar: J y M

S60

Miguel, a ver si saco tiempo del "far niente" para convertirlo en "far poco" y dibujo algo... con las vacaciones lo tengo olvidado, aunque no creas que no avanzo en el mundo de las perspectivas y proporciones... jeje

Saludos!!

La Lancia é uno stile di vita, Sarò sempre Lancista
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Viejo 27-jul-2004, 21:08   #19
FragaFR
ForoCoches: Miembro
 
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Abr 2004 | 727 Mens.
Lugar: Madrid

León FR 4 TDI

Muchas gracias dardo la verdad es que siempre me han gustado estos diseños haber si algún dia hago algo aunque no se yo como me quedará a estas alturas que hace mucho que no dibujo.

J-Tech estan muy wapos tus dibujos, la verdad es que dibujas muy bien

Plataforma->" No a los chalecos en el asiento" Nº 7
Plataforma->" Para la ley y el orden, amigos del coche fantastico " Nº 1
Plataforma->"Gumbaleros 3000" el tercero en discordia.
Plataforma->"Pongan a Oktopus en los comentarios de F1" Fan Nº1
Plataforma:->"No se te va a romper el coche si usas los intermitentes"
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Viejo 27-jul-2004, 21:17   #20
algarve
ForoCoches: Miembro
 
Avatar de algarve
 
May 2004 | 5.541 Mens.
gran tutorial.

"Circuito Galego XA!"|"Fogar de Breogán"|flickr
"Hasta los mismisimos de la perfeccion de los WRC, ¡QUE VUELVAN LOS GRUPO B!"
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Viejo 28-jul-2004, 09:59   #21
Dardo
Disoñador de coches
 
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Mar 2003 | 2.872 Mens.
Lugar: Barcelona
pues a ver quien se anima... yo a la que pueda escaneo algo

La belleza no es una excusa... es un norte
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Viejo 01-ago-2004, 18:29   #22
Isetta
ForoCoches: Miembro
 
Avatar de Isetta
 
Ene 2004 | 351 Mens.
Lugar: Levante
eooo.
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Viejo 01-ago-2004, 18:53   #23
rdm
ForoCoches: Miembro
 
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Nov 2003 | 1.594 Mens.
Lugar: MADRID
que acertado post dardo, ya lo he calificado con cinco estrellas, ¿futura chincheta?, es una pena que no este en castellano...
te envidio, te deseo suerte con el master...

Última edición por rdm fecha: 01-ago-2004 a las 19:00.
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Viejo 01-ago-2004, 20:21   #24
just
ForoCoches: Miembro
 
Avatar de just
 
Feb 2004 | 3.203 Mens.
Lugar: Barcelona

FIAT STILO JTD 115; CITROEN C4 2.0 16V aut; BMW 840CI; SUZUKI LTZ 400

Cita:
Originalmente Escrito por Dardo
bueno, yo, como tantos otros, ya desde crio que soñaba con diseñar coches, así que desde pequeño que me empapaba de dibujos que encontraba... digamos que aprendí solo a dibujar medianamente bien (cuando no sabes qué técnica se ha utilizado para hacer algo, eres tú mismo el que prueba mil cosas hasta conseguir el mismo objetivo)... cuando pude estudié diseño industrial, y allí tuve como profesor a un ex diseñador de Seat (un saludo Agustín ). El caso es que él me enseñó a pulir la técnica y a hacer sketches correctos... o mejor dicho, a no pensar en la persectiva (que saliera sin pensarla) y sólo en sacar buenas ideas... este año, si la economía lo permite, haré un master en diseño de transportes.

donde estudiaste diseño industrial?

-Plataforma: "Aniquilacion de los que aparcan al toque" (miembro nº 002)
-Plataforma: "No a los putos guardarrailes"
-Plataforma: "Brigada Antiradar" (miembro algo activo)
Fiat: Nos mueve la pasión Nº34
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Viejo 01-ago-2004, 20:36   #25
avgcool
lancista confesado
 
Avatar de avgcool
 
Mar 2004 | 1.322 Mens.

Algun dia: Lancia Fulvia o Montecarlo....

uo..... justo lo que necesitaba, estudiare diseño y estos temas me interesan .......

La Lancia é uno stile di vita, Sarò sempre Lancista

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Viejo 01-ago-2004, 21:00   #26
retsyo
retsyo
 
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Ene 2004 | 1.978 Mens.
Lugar: Galicia - Madrid

Saab 95 2.3t - KTM 950 adv - GTT - Bandit400

¿Exite alguna web con galerias de dibujos tipo los de j-tech?
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Viejo 02-ago-2004, 00:40   #27
Moholy-Nagy
Día de reflexión...
 
Avatar de Moholy-Nagy
 
Abr 2003 | 15.198 Mens.
Muchas gracias por el tema, muy bueno

Pondré un link en el subforo de tuning digital

From the dawn of our species, Man has been blessed with curiosity. Our most precious gift, without exception, is the desire to know more - to look beyond what is accepted as the truth and to imagine what is possible.
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Viejo 04-ago-2004, 16:30   #28
CAMPURRIAANO
R4C1NG IOO%
 
Avatar de CAMPURRIAANO
 
May 2004 | 2.604 Mens.
Lugar: De ande las cabras

Peugeot 207 y Dune R 2012

Jueeeee que wapo!!!Toda mi vida intentando hacer dibujos de este tipo,y ahora dando una vueltecilla me topo de frente
Dardo,primero supongo que harás el diseño a mano alzada como los de aqui,pero luego eres tu quien los pasa a algun programa de diseño + exacto que la mano y el lapiz(solidworks,catia....)???
Es que aqui en Murcia esta la empresa comarth(una empresa que fabrican coxes artesanales)y sé que trabajan en solid works,pero no se si harán los bocetos de esta manera o simplemente lo dejan en lapiz.
Un saludo y 5 tenedores

ENDURERO
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Viejo 04-ago-2004, 17:52   #29
data
ForoCoches: Miembro
 
Avatar de data
 
Jun 2004 | 153 Mens.
Lugar: Barcelona

Peugeot 206 XT 1.6 Auto

Ahora mismo dibujo algo y lo hago en cartón piedra a tamaño natural. Luego pongo mi 206 debajo y a vacilar de cochazo .
Muy bueno el artículo.

Saludos...
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Viejo 04-ago-2004, 18:05   #30
Apofish
ForoCoches: Miembro
 
Avatar de Apofish
 
May 2004 | 1.048 Mens.
Lugar: Irun

Uno frances

cojonudisisisisimo,gracias tio me viene de puta madre,yo tenia intencion de hacer este año diseño industrial pero me kede sin plazas asi k hare un par de cursillos de diseño asistido o lo k se tercie.Un par de preguntillas,el master ese de diseño del transporte de k va,y donde tienes intencion de hacer?¿y de donde has sacado la informacion del post?¿venga, gracias de nuevo
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