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Workshops

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In depth Spacecraft concepts

PROTOTYPE A Dr Chee Ming


Wong (aka
Koshime)

SPACECRAFT
Quickly create spacecraft concepts with Chee Ming Wong
COUNTRY: England

Chee Ming,
aka Koshime,
is a freelance
artist
specialising
in concept art and
to produce unique futuristic transport designs illustrations for various
media including games,
animation pre
elcome to this brief unless specifically asked for a replica ship workshop detailing the entire process. production, role-playing

W demonstration of transport
design and how to rapidly
prototype a space vessel.
by your client or art director.
In this workshop, I will share with you
my philosophy, thoughts and process of
Throughout, I’ll spend 70 per cent of
my time discussing producing and
conceptualising a good design, for this
and books over the past
seven years He’s also
trained as a medical
doctor (MBChB).
When asked to produce fresh concept how to rapidly prototype and build is fundamental in producing believable www.koshime.com

designs for sci-fi spacecraft, you face the unique iterations of spacecraft as if they futuristic vehicles. DVD Assets
unenviable task of steering clear of were produced from the same production For the past two years I’ve worked All the files you
existing styles and influences, line. There’s also an accompanying in- on the independent MMO Infinity: The need are on your
DVD in the Chee Ming
depth video Quest For Earth (www.fl-tw.com/
Wong folder in the
Infinity), so have had to draw unique Workshops section.
spacecraft on a daily basis, and I’ve SOFTWARE: Painter X,
Photoshop CS3 (demos)
filled numerous sketchbooks and
digital files with unfinished
concepts, studies and designs.
I find any reference to
classic cars, First

and Second
World War equipment
and transport, aviation and
existing aerospace designs
have vastly expanded my
knowledge of transport
design, which I had no prior
knowledge of.
With adequate research and
dedication, you too can have an informed
opinion of any field of art you wish to
portray. Let’s get started.

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Workshops
Gaining approval
4 The thing to remember when
producing concept art is, try not to be too
precious. Sometimes, the concepts that
you’re proud of may not make the cut,
while a concept that you have deemed
unworthy is really liked by everyone. So,
try not to discard any of your concepts
as they may well be approved.

Visual design template


5 Using your favourite painting software, let’s conceptualise
digitally. In parallel to the traditional method, I’ll build a visual library
of shapes and forms from which we can use to produce prototype
concepts. Using this process, I can produce various ship parts such as
engines, guns or ship chassis and build a concept together like digital
LEGO. Remember to utilise any detail or shape that you have used to
build each prototype. For example, take the nose from one shape and
engine detail from another and cobble together a new prototype. You
can use any canvas size, but it’s best to start with a 150dpi initially.

Thumbnails
T
1 In
n this initial stage, the aim is to produce a design to use as a template. There are
multiple
i l approaches to this. I am going to examine the traditional approach initially,
whereby a series of small thumbnails (3x1cm) are generated by hand. Think of these
as small sticky notes to yourself, because these thumbnails will enable you to rapidly
explore various shapes and form and be creatively expressive as possible.

Improve your design Concept prototypes


2 O of your selection of
Out 6 You can rapidly build a whole
Y
thumbnails,
b the next step is to refine your production line of ship designs by
process by expanding on the various conceptualising in greyscale. It is
thumbnails. Feel free to mix and match important to remember that minor
various aspects of different thumbnails to details are all that is required at this stage.
produce your first few proto-concepts With each iteration, the prototypes will
(about 8x4cm). Again, try to keep these gradually become more detailed.
small to allow for a good six mid-sized
thumbnail concepts to be generated.

The concept
3 Now that you have narrowed your selection process, it’s a good time
N
to produce
d your first concept. Choosing one of the proto-concepts, try to
work it up to explore various angles. A front and back three quarters view
is normally sufficient for experienced modellers to use. Cross your
fingers and hope that your art director gives the stamp of approval.

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In depth Prototype a spacecraft

Isometric projection
7 Out of the various prototypes, I 0 Adding
10 details
I utilise a Palette Knife throughout
select one to work on. In this instance, I’ll to easily paint in flat washes of grey to
be producing an isometric three-quarters simulate metal plating (without having
front view. It can be useful to plot out a to resort to using photo textures). In
freehand perspective beforehand (I’ll use Photoshop, you want to make a flat
a simple two point perspective here). horizontal brush with pressure support.
Using this, I draw out a simple spline In Painter, a whole array of palette knifes
outline of the concept. already come pre-built.

2 Painting
12 clouds
I want to show off the three
different concepts in the air, and decide
upon a aerospace setting above the
clouds. Using a simple Airbrush (or Dirt
brush), you can rapidly paint in abstract
shapes to produce a varying contrast of
cloud shapes. I would advocate studying
Shipbuilding Decals and dirt reference of cloud formations if you are
8 F
From the middle, project outwards 111 On a separate layer, I try to add
O unfamiliar with this subject matter.
on bothh sides to produce a skeletal frame decals,
l dirt and some basic highlights
or chassis that you can paint flat layers of utilising a simple Dirt brush or the default
metal on to. This is akin to building Hard Round brush in Photoshop. To
vehicles in real life. A good example is make racing strips, use a simple
the bare hull ribbing of old sea-going rectangular selection and fill with 20 per
ships. When you’ve done this, start to cent Opacity grey. This can later be
conceptualise your ship’s engines and adjusted via the Transform tool into any
begin to add some minor details. perspective or shape. illustration.

3 Background
13 colour
FFinally, I can start playing with
colour ffor the background of my
spacecraft. Depending on the Smudge tool
composition and mood, colour can This tool is sometimes
underused and has
determine the effect the final illustration
multiple roles and
projects to the viewer, affecting how it effects. The Smudge tool
makes them feel. You can add colour to a set to 80-100 per cent
greyscale image via many options (such with the default Hard
Duplicate to Round brush enables
as Colourise Layer, fill in a new layer with you to do basic
Skinning
S new layer a flat colour and adjust Opacity, or the
9 M
Make a new layer and start to block
Alt/Option+V
This transform Black and White Adjustment tool – for
correction (using
Lighten/Darken option),
s the Move paint straight or curved
in flat shades of grey over various tool to duplica more on this handy tool, see the Pro
te your lines, and even carve into
selection on
sections. This is akin to adding metal to a Secrets box on the side of page 96). In pictures. Set up
new layer.
plating to a ship. Try to envision welding this instance, I opt for a complementary correctly, you can paint
and detail any picture
together various strips of metal on to a colour set, which will help my finished using this tool.
ship and your concept will come to life. spaceship concept to stand out.

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Workshops
clouds and far off details. For closer
details, the Natural brushes and Oil
brushes are good for working on areas
such as ground and mountain ranges.
When it comes to painting the metal, a
mixture of Oil brushes and the Palette
Knife will add to that natural realistic
look, giving your craft a believable
texture. In addition, the lighting tools
enable you to globally add coloured
spotlights to your illustration.

4 Composition
14 Using the Rule of Thirds, the aim
U
is to place
l the main ‘hero’ vehicle near the
Greyscale to
colour in only
viewer, and the other two concepts on any
of the four areas on a canvas. To explain, 7 Mood
17 and
atmosphere
a
two clicks
Photoshop CS3 has an you can divide a canvas into thirds which The ffinal stages of any illustration are to
adjustment option called produce four areas of importance or focus add atmospheric perspective whereby
Black & White to an illustration. If you subsequently some additional haze and cloud layers are
(Image>Adjustments>
Black & White). With
divide each of the nine sectors into thirds, added to objects in the background and
this, you can adjust the you generate another mid-ground. A study into various jet and
value of you image, and four focal areas exotic aircraft contrails leads me to decide
apply a colour tint all in
two clicks. For advanced
around each on combining a pulse detonation engine
major third. To ur Painter brushes (which produces a doughnut on a rope
users, if you utilise this
adjustment via the put it simply,
Reassign yo
shortcuts
16 I like the painterly quality you contrail) and XCOR Aerospace Methane
adjustment layer and shortcuts for
inverse the adjustment
you can locate Reassign your low .
get in an illustration from using test engine (produces a distinctive
and workf
objects near the easier access Painter’s brush set, and at this stage, diamond blue flame wave stream) set of
(via Ctrl/Cmd+I), this ned to new
I have F1 assig
now makes your Rule of thirds layer and F2
to I flatten the whole image and port my contrails to create a futuristic engine
adjustment layer into a er.
and produce duplicate lay .PSD to Painter. Within Painter, I want wake. It is tiny attention to detail that
pseudo alpha channel
whereby you can paint brilliant results. to access the Blender tools to paint in soft helps sell an image, and as a gross
in your colour tint in simplification the secret to believable
manually, or via the design is a ratio based on 70 per cent
Gradient/Fill tool.
based on existing design/reference and
30 per cent based on imagination.

18 Final touches
and details
In this final stage, I up the resolution to
300dpi. You can now laboriously add all
the detail, textures and minor perspective
corrections to your heart’s desire. This
stage can take up to a good many hours,
days or even weeks to make the image as
realistic as possible. If you desire to add
further intricate details, I would suggest
selecting an area to copy and up the

15 Perspective grids
To aid the composition, an arbitrary two-point perspective is placed on the
T
resolution to a new file. There, you can
paint in textures, dirt or details if you so
canvas. This is determined first by the horizon line. In this instance, we have used a wish. Once finished, you can lower the
dynamic composition, and a top down view and thus the horizon line is skewed six to resolution and re-import into the original
eight degrees from the horizontal. Subsequently, you can plot the primary vanishing illustration. Once you are pleased with
point using the Rule of Thirds to lead the viewer into the illustration. the final result, flatten and save.

96 November 2007

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