RESEARCH
IDEAS
Car Design
Beginning with the interest in how to design and draw cars better, I looked into people such as Frank Stephenson who made the process a lot easier to understand
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Initial ideas/ sketches of cars for a futuristic dystopian racing theme
Taking inspiration from nature for the designs of the car: Quetzcoatlus, the largest flying dinosaur
First clear designs for the main car
Bringing it into 3D for the sake of better, more consistent reference images
Antagonist's Car
Final renders, then taking the model into blender to be used as reference (as seen bottom right)
Character Design
Initial ideas:
-Main character inspired by Latino racers such as Senna, Piquet, Alonso (pictured below)
-Main character inspired by Latino racers such as Senna, Piquet, Alonso (pictured below)
Secondary protagonist & Main villain- both germanic in nature, inspired by anglo european racers like Hakkinen, Raikkonen and Rosberg
Female Lead
Developing the villain's design aesthetic
Taking inspiration from Mad Max, I developed the designs for the evil overlord
I found I had an issue with the initial design when it was put into the comic, as the mechanical nature of the helmet meant it was difficult to draw in multiple perspectives.
I also found it bland and uninspired when drawn with less rendering
I also found it bland and uninspired when drawn with less rendering
Helmets: Inspired initially by Bionicle
Developing the look of the helmet in 3D
Sketches for the commentators, based on Nigel Mansell and Mark Webber
DEVELOPMENT
Storyboard set 1: these sotryboards were in response to the initial notes and text outlining the story. Typically these will need several revisions, as what is written on the page dosent translate perfectly to images
Storyboard set 2: This set is very similar to set 1, but is a lot clearer and more energetic with the visual ideas. Coming to the end of this set though, I came across the problem that the page count was far too high.
Storyboards 3: This set was made after some story revisions that would help reduce the page count. I didnt manage to reduce it by a large number, but found that the pages that were now included were much less visually dense, as there was more action in this final version. This would also help with the speed I could complete them.
Planning out the environments to ensure the visuals are consistent
Finalising the character designs for reference
OUTCOME
the final outcome, maybe the penultimate. the first time you make a final, maybe ou had to go back and re-develop, but mainly focus on the beautiful presentation of your final work, and how it can be used/ applied to real world responses
(knock their socks off)
(knock their socks off)