Thursday 16 August 2012

Renault Indigo

As a kind of follow on from the Spyder, I tried to do a sort of higher-end coupe version - Alpine style. It perhaps turned into an Alfa, but it's an easy mistake to fall into. Tried to fiddle a bit and give it it's own identity, hence the strong headlights and window line. Went through a name change too ha!






2 comments:

  1. I don't think it's gone Alfa. Although the shoulder and side panel profile is much too harsh for a) your front end and b) renault. The front end has promise - can see the deZir and Alpine concepts in there, but the DRG (down the road graphic) could do with more refinement. The juxtaposition of the rounded foglamp with the slim eagle eye lamp cluster above it is a bit clumsy.

    You've got the start of a very exciting rendering style here. The sketchiness at the rear end of the car works well with tight render at the front, but you could do more with this - try sketching the contours of the body sections (door panel, hood/bonnet etc) to give more of an idea what is happening in the 3D world. On the far side of the front end, where you've got a hard edged reflection - keep this the same colour as the background - too many colours confuse the eye and busy the render. Also (maybe a personal preference) the red renders feel much more professional than the grey - the ground shadow doesn't do it for me.

    I've had a look at your other posts and they are good portfolio stuff for getting a placement in your 3rd year - the facelifts and cabrio versions of existing cars are good. You could take these further - try some different alloy wheels, and light clusters, and show the detail - different radius/cross section on alloy spoke for example.

    It would be interesting to see some of your own more conceptual stuff too - don't draw a car (4 wheels, glass house, roof, body panels etc). Design a vehicle through shit hot sketches - find nice lines and proportions. Make it look mental in sketch form - just pen on paper - then render it. I read on an earlier post that you do one sketch and render it - this can be very limiting when you decide your first idea is best (not always the case).

    So stay loose, and sketch more. Your rendering technique will progress the more you do it, as you'll get more comfortable with it. Do the same with your sketching.

    Sorry for the essay. Don't think I'm preaching at you. You're by far in a way more progressed than I was during my first year. I graduated Cov in '11.

    Keep your stuff coming, I'll be watching!

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    Replies
    1. This is exactly the kind of constructive criticism I've been hoping for, firstly thank you for taking the time and effort to do it!

      I definitely need to spend more time loosely sketching, that's what i've always struggled at. I tend to dive in too quickly and aim for realism, which actually makes it harder for me but maybe that's what I rely on to improve.

      I'll be trying some wilder stuff in the next couple weeks then, hopefully work on some of the points you brought up.

      Thankyou again! And hope you enjoyed Cov as much as I am.

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