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    About the author

    Miles graduated from Coventry Universitys Transport Design

    course in 1999 and has since worked as an automove and

    product designer for companies such as Pininfarina, Volvo and

    SAIC, as well as Movado watches, product design consultancies

    and as a freelance product designer.

    Knowledge is Power- How to use Insight

    Tutorials

    The purpose of these tutorials is to explain not only what is be-

    ing done but why during the process of a sketch. The aim is that

    you can either apply these ideas to your own work or modify

    them to your liking. Everybody works in a dierent way and it

    is not my intenon here to produce a soware user guide with

    a series of commands that can be followed to produce exactly

    the same illustraon. This would not only be impossible but

    would not in my opinion achieve the best long-term results.

    Every part of the process is not explained in every tutorial so

    that repeon is kept to a minimum and each tutorial can be

    used to analyse slightly dierent aspects more deeply, giving

    maximum value and eciency.

    These tutorials focus on explaining honestly the thought and

    acon process I go through using my normal working methods,

    with high resoluon visuals and highlighted areas to eliminate

    confusion as to what part of the sketch is being described;simply hover the mouse over the highlighted words and a halo

    will appear over the relevant area on the sketch.

    This will hopefully give you the power and understanding to

    improve your own work in your own way by introducing meth-

    ods, ps and a few tricks that you can apply to digital sketches

    in whichever way you feel most comfortable. Almost all of

    the principles also apply to analogue sketching but the tech-

    niques are somemes dierent. It is the most commonly used

    soware therefore the commands and tools highlighted refer

    specically to Photoshop but are not exclusive to that program.

    The power of insight means that you will hopefully start your

    next sketch with new ideas and fresh inspiraon that will

    inject a big advancement into your work. If you are a studentor hoping to become a student of automove design then, in

    my opinion, the faster you can gain this knowledge the beer

    in order to gain a compeve advantage. Remember the last

    me you made a big improvement in one drawing and realised

    you could suddenly work at a higher level than before? Those

    eureka moments are what its all about.

    One of the reasons I have produced these as e-books is so that

    the images are on your screen without the need for scanning.

    All the images used in this pdf are included as jpegs that you

    can open in your favourite soware and work over if you wish.

    In fact I highly recommend working over the top of these im-

    ages if you are trying to duplicate them. You can even make a

    slideshow out of them to use as a screensaver to remind you ofthe process.

    By all means try and re-create the illustraon if it inspires you

    (and I sincerely hope it does). I have received many sketches

    that people have produced aer following my tutorials and

    they are somemes very similar, somemes more of an inter-

    pretaon in their own work. Either way they express inspiraon

    and usually demonstrate an understanding and advance which

    has enocuraged me to connue producing more tutorials.

    Above all read and familiarise yourself with the narrave and

    how it relates to the sketch at each stage, then try to use it in

    parallelwith your own work and have it alongside you as a ref-

    erence. You need to work hard to improve your sketching and

    there is no substute for pracce but it is what you learn and

    apply to your pracce that will make the dierence.

    Remember - sketching and rendering is a tool and is only part

    of the design process. It is however the rst creave visual step

    and sets the tone for the quality of the nished product. It is

    also the skill which best illustrates your ability to visualise ideas.

    It shows whether or not you understand and can evaluate form,

    which follows funcon and completes a successful design. At

    the early stages of your automove design career especially

    you will be judged most strongly by your abilies in this area

    when being selected to study design or work professionally in

    this highly compeve eld.

    Good luck and happy sketching,

    Miles Waterhouse BA (hons) - Transport Design

    Page

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    When you look at the rst page of this tutorial you will see a

    series of brush strokes which have a direconal, almost cal-

    ligraphic character. This is down to the use of certain brush

    sengs within Photoshop or whichever soware you are using.

    These sengs allow you to mimic the behaviour in real life of alarge marker or at pped brush which will give varying stroke

    thickness when applied with the p held at the same angle

    throughout. The pressure sensivity of the tablet will give you

    control over colour opacity. The size of the brush stroke should

    be changed before use to get the desired weight by increasing

    or decreasing the p size. The video below shows the brush in

    use.

    This brushstroke characterisc is crucial to the technique used

    in this tutorial. It is the source of many of the forms that are

    created because single brushstokes are not only capable of por-

    traying colour but also surfaces. The ribbon-like quality of the

    strokes create a 3 dimensional illusion that can be interpreted

    as a surface. A perfect example of this is on page where a

    light coloured brushstoke is made under the main air intake

    and forms a upward facing surface.

    One of the main things I want to achieve with this tutorial is

    the value of a dynamic brush seng such as this in sculpng

    form uidly and easily. The brush used is included with this and

    other tutorials so try it out if you have Photoshop and try and

    replicate it if you use other soware.

    For those who prefer to work manually you can get close to

    this eect using at headed brushes or markers and for larger

    strokes in marker ink using a square of lint folded around a

    piece of cardboard then soaked in ink from marker rells.

    The basis for this sketch could be a photograph of an exist-

    ing car or a pre-developed underlaid design. The important

    thing to understand is that the main bulk of the sketching and

    rendering is done using blocks of colour working as reecons,

    shadows and material changes without complete control. They

    are dependant on the accuracy of your hands movement and if

    they are not to you liking they can be modied later on. Work-

    ing digitally allows an innite amount of correcon if necessary

    so there is no need to be

    cauous in the beginning

    stages. This sketch should

    show you that you can

    capitalise on that free-

    dom to take the loose and

    energec brushstrokes and

    rene them into a convinc-ing design sketch.

    As with the Case Tractor

    tutorial the colour is known from the beginning because red is

    the signature colour of Ferrari. It would be possible to sketch

    this in black and white then colour it later but in that case there

    is always a slight chance that the design wont look as good

    when post-coloured. Also, post-coloured black and white may

    not quite communicate the design as well as if the colour was

    used from the start. Strong and bright colours such as red are

    less easy to achieve if theyre not used at the beginning.

    The nished sketch in this case is a cleanly outlined vehicle with

    no background or environment shadow. The composion is adramac and dynamic one which doesnt necessarily benet

    from a background to help it jump o the page. I wanted to

    show that somemes it is sucient to purely feature the ve-

    hicle in renderings because it is basically a communicaon tool

    for designing a product and can be presented simply.

    example brush settings to achieve the effect in Photoshop

    Page 3

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    Page

    Using a photograph of an exisng car as an underlay, fast

    and bold brushstrokes are made using the base colour

    of the bodywork. There is enough informaon just from

    these few marks to show the character of the car and

    some people would be able to guess already that it is a

    Ferrari. When you doing this type of brushwork dont

    worry about making a mistake. There are lines in the

    sketch above that I know are not exactly what I want at

    this stage and most of it will need modicaon or correc -

    on. The key is that it doesnt maer because it can be

    worked over to adjust or x any bad strokes.

    Make sure you are compleng the form with the

    strokes. This means make sure you are dening enough

    of the outline to make the form of the car easy to see.

    It doesnt take a great deal and as you can see on the

    rooine and far wing it is sucient just to show where

    sillhouee of the vehicle is. Use a big wide brush when

    necessary and rely on it to form the solid colour rather

    than forming an outline then lling it in.

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    Using a large airbrush a light sweep of the same body

    colour is made down the length of the vehicle. You may

    need to have a few aempts at this to get it in the best

    posion. The inial brushstrokes of solid colour now be-

    come reecons of the environment and the open areas

    with no reecons must be smooth surfaces.

    Noce how the airbrushing disappears to white before it

    reaches the edge of the car. This will be the tonal range

    and dictates that highlights will be white. Making white

    the limit of the l ight tone means you create the most

    contrasng image.

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    Using the same brush some dark shadowed areas are

    blocked in for the tyres and grille, again bo ldly and

    roughly. Geng the wheels wrong inialy should not be

    feared because although having odd looking wheels will

    ruin a nished sketch they are not dicult to dene and

    get right once their basic posion is decided on. Using a

    photo for the basis of this sketch meant the wheels could

    be traced and simply cleaned up later on using ellipcal

    masks. The main thing is to get some form of wheel in

    there at this stage so that all the main elements of the

    design are present early on.

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    A quick mask is used to experiment with window/DLO

    graphics. The outline of the glass is sharp but slightly

    uneven because of the use of the lasso quick mask tool.

    This doesnt maer however because it can be sharp-

    ened up later using a small brush and a few lines and

    highlights. The design opted for is a pillarless wrap-

    around visor which is the cleanest soluon possible.

    The intenon is to be adventurous with the bodywork

    surfacing so where the grpahics can remain simple I want

    to keep them that way.

    A bit of wheel detail is added including some tyre tread

    marks. Ferraris always have spoke wheels so this fea-

    ture is added relively early so that the identy of the

    design is reinforced. An ellipcal mask is used to achieve

    a crisp shape to the wheel.

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    The rst illustraon of headlamps emerges. The same

    brush is used to make a couple of direconal sweeps

    which meet at the very front edge of the car. This is an

    aggressive graphic and immediately felt to be suitable

    for the car so a quick mask is created to complete the

    headlamp which is shaded with white to grey airbrush. A

    suggeson of the same design is added on the far side of

    the car with a couple more strokes in a less contrasng

    grey, rather than black, for the sake of depth.

    One of the lines coming from the grille aperture is seen

    to have potenal for creang some form to the sill area.

    A quick stroke of lighter colour makes the beginnings of

    an upward facing surface formed around the line. This is

    an example of making small touches when ideas occur to

    you which can be picked up and developed later on.

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    The next thing I like to do is create an overlay layer or

    transparency layer that allows a dark brush to be used

    to increase colour intensity and contrast in areas where I

    can see forms emerging. Using the same at direconal

    brush simple outlines are drawn around contours and

    surface edges. By concentrang this work in the nearest

    corner of the car two of the important things of a sketch

    with high impact are achieved; . contrast is increased

    due to the tonal range changing from red to white up to

    dark red to white; . the form is enhanced and communi-

    cated in this focal area.

    It is a characterisc of an ecient technique when you

    dont worry about geng every detail in the sketch. A

    lot of me and eort could be put into making sure all

    the wheels are beaufully and equally detailed and that

    the headlamps are both represented accurately. As long

    as you can tell the design is not asymmetrical and the

    wheels are supposed to be all the same, there is nothing

    more to communicate from duplicang detail manually

    at the expense of me and eort.

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    It might seem like more of a nishing touch but some-

    mes I add badges and small details at an early stage

    if they are going to make a big dierence to the feel of

    the illustraon. These nishing touches seem like they

    should be added to an almost completed sketch. This

    might be true when working analogue on real paper but

    working digitally, applying a badge that takes seconds

    and which can be put on a separate layer that can be

    hidden, you can do it whever you feel like it. At this stage

    a very ne brush is used for a door shutline in high and

    low body tones (red and pink) apart from over the DLO

    where black and white are used. White is painted over

    the roof line to conrm the backward sloping rooine

    and the lower headlamp line is carried through to the

    wheelarch producing an interesng bumper splitline. It

    was realised then that a feature could be made out of

    this splitline running through the lamp and the promi-

    nent corner could be separated visually. The front sill sur-

    face discussed previously is dened more with a masked

    o ground shadow and also shows a protruding grille

    area to give a three-volume character to the DRG.

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    In order to connue sculpng the front and most impor -

    tant corner of the car, the contrast needed to be reduced

    slightly in this area. Another applicaon of light airbrush

    is made over the front wing and it immediately becomes

    more understandable and easy to work with. The three-

    volume front has been accepted as a good direcon and

    the broad single grille no longer makes sense. Conse-

    quently the grille is spl it into three and two smaller,

    angled apertures are blocked-in between the end of the

    headlamp and the main grille aperture.

    The realism level of rendering has just moved up a notch

    because the care now being taken is greater than before,

    especially around the new grille apertures and the

    reducon in contrast is more realisc than the red/white

    poster art reecons that existed before.

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    Another overlay layer is made and black airbrush is

    swept again over the near corner to increase the intes-

    ity through the centre of the inial red airbrush sweep.

    Some moulded grooves are made on the headlamp

    lens by creang a black area which is painted over

    with white stripes. A highlight is added to the bumper

    splitline which makes it clear that it is a split and not just

    a graphic line. More highlights are added to the crease

    running through the headlamp as this is the most promi-

    nent feature line on this view. Grille slats are added in

    the form of pale grey lines (in Photoshop hold down shi

    and click in two places for a straight line) that fade out

    into the shadows of this sunken aperture.

    The sill below the grille needs a denite shape so a bold

    brushstroke in light tone is made to create a dynamic

    V form corresponding to the centreline on the car. The

    form of this sill now matches the forms to either side of

    it. It protrudes slightly further to preserve the thrusng

    theme of the hood volume pushing through between the

    headlamps.

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    The at surface on the near corner is an ideal place for

    a plasc panel which works as a complimentary graphic

    to the air-intake apertures and as a protecve bumper.

    This is created by using the quick mask lasso tool again

    and then enhanced with a ne brush. A thin black line

    is drawn around it to show the split, and a slightly larger

    brush is then used to paint a light grey chamfer to the

    top edge, which becomes dark as it moves round the

    form into shadow. Small touches like this and the gradi-

    ent used to shade it show that light is hing it in dier-

    ent ways and give it a feeling of volume and form.

    The rear haunch blister is mirrored across, then cleaned

    up by bringing the white background into the surface.

    This is an example of how messy brushstrokes can be

    xed easily later on. An environment reecon is made

    down the far edge of the main volume to bring out the

    line of the hood as it runs along the far headlamp. The

    rear wheel posion is felt to be too inboard so is tweaked

    slightly, and the front tyre gains an airbrushed highlight

    on top.

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    The shoulder line is felt to be a bit low so the environ-

    ment reecon that is being used to dene it is raised

    up and leads forward into the headlamp form rather

    than the bumper. This increases the weight and presence

    of the car and simplies the surface that the wheelar-

    ches need to cut into. This simpler and aer bodyside

    means the sill could do with some interest and a ared

    out surface leading into the front wheelarch is added.

    The main tension is running through the waistline so it is

    felt the car could tolerate a more shapely sill with maybe

    a plasc panel detail to echo the front bumper treatment

    and maybe contain a logo or form an integraon with the

    bodywork and underbody panels.

    Its decided to complete the link between headlamp and

    grille with a prominent, wide split housing the indica-

    tor lamp. The sill splitline is enhanced and thickened to

    match the character of the bumper split and provide

    connuity round the car. The wheels are detailed further

    with a hub and badge and the wheelarch shadow is

    made more denite.

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    The far front wing is not felt to be showing enough form

    and is painted over in a light (distant) colour with a

    much more prominent crown and muscular line over the

    wheelarch.

    More rough brushwork is made to the roof and rear to

    play with the possibility of some roof blisters over the

    occupants heads which echo the muscularity of the

    wings.

    The addion of more colour i s made on an overlay layer.

    Yellow is airbrushed in the foreground and blue toward

    the background. This warms up the near corner and

    increases depth. It also compliments the yellow badges

    and orange indicator.

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    More denion is given to the far headlamp now that it

    can be placed on a more denite volume.

    It is decided that extra roof features are unnecessary and

    that the reason for the simple glasshouse graphic is to

    keep averything above the main bodywork clean looking.

    Therefore another quick masked glass engine cover/rear

    window is created. You can see that the top line of this is

    incorrect which is a result of it being drawn quickly and

    freehand. The main thing is that the lines within the roof

    are correct and showing a tapered rail sweeping around

    it; the outline can be cleaned up later.

    A lile extra rear tyre shadow is brushed in to carry on

    the re-posioning of the rear wheel which is now felt to

    have denitely been an improvement.

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    One of the ways in which I like to rene the outline is

    to paint the negave space behind it. The blue overlaid

    airbrush is sampled and a textured brush is used to paint

    in a quick background colour that encroaches on the

    bodywork in certain areas to dene the shape. The blue

    that then remains on the edge as the outl ine is cleaned

    up will match the overlaid blue appl ied earlier (page ).

    The same thing is done on the ground shadow area with

    a dark textured brush.

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    The windscreen and bonnet are not on the same surface

    and this is now made clear with an environment reec-

    on made over them which changes direcon at the join

    of the two surfaces. The windscreen is now clearly more

    upright than the bonnet/hood.

    The front wheel is cut and pasted onto the rear wheel

    posion with the appropriate transformaons made. This

    process is made easy with the use of an ellipcal mask

    which is easily manipulated to t the area needed to be

    copied.

    A dark gradient is applied vercally with the gradient tool

    in an aempt to place the car in a more brightly lit area

    although this is just a quick experiment to see how eec-

    ve this is. As menoned on page 10 there is no reason

    not to play around with quick eects and addions on a

    new layer as they can be deleted later.

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    The rear haunch bulge/blister that was made on page

    10 is painted on again and the rooine in cleaned up

    further by applying more background colour.

    The most pressing issue now is that the far front corner

    of the car isnt suciently fomed to match the near

    corner and explain more how much sculpture there is.

    Care is taken to understand the forms and portray what

    they would look like on the sillhouee. This aenon to

    the outline is very important for a credible looking design

    and forms much of the character of the car.

    More crown is given to the hood by painng a curved

    line on the far wing.

    A ne line is brushed on the rear so that it is understood

    that the secon there is quite curved and to complete

    the outline.

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    The outline of the car is dramac and very descripve so

    the decision is made to show it most strongly by enrely

    trimming out any background. This also means the car

    really jumps o the page and has greater impact in itself.

    Cleaning up and renement is done on the rear blister

    and pillar area together with the front wing. This is car-

    ried out with masked o areas being airbrushed with a

    similar gradient to that found on the hood surface. Small

    reecons and highlights are then brushed on to indicate

    surface changes.

    The front sill surface is reduced from a V shape to have

    a at boom which is felt to be more rened and to work

    beer with the surface at the front of the hood.

    Finally the shoulder reecon is cleaned up slightly in

    order to strengthen the connuous plan curve between

    the front and rear wheelarches.