Daniel Gordnercr: Eannis Maeenm
Daniel Gordnercr: Eannis Maeenm
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vehicle sketches and renderings by
scott robertson
daniel goardner
annis na2aeem
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dedication
This book is dedicated to all of you who have given me your continued support and in return the “drive” to complete this book.
contact info
Scott Robertson can be reached by e-mail at: [email protected].
To see more of Scott's work visit: www.drawthrough.com and www.drawthrough.blogspot.com
All illustrations in this book are copyright Published by Design Studio Press Hardcover ISBN 13: 978-1-933492-86-5
© 2010 by Scott Robertson. 8577 Higuera Street
No part of this book may be reproduced or trans- Culver City, CA 90232 Paperback ISBN 13: 978-1-933492-87-2
mitted in any form or by any means, electronic or Website: www.designstudiopress.com
mechanical, including photocopying, xerography, E-mail: [email protected] library of Congress Control Number:
and videography recording without written per- 2010932199
mission from the publisher, Design Studio Press. 10987654321
mtroduction coos
CHAPTER OU :. SALUAGE HS
bios ms
afterword mics
mtrcoduction
After completing my first two books, Start Your Engines and Lift Off, | de- The work | share with you in this book features the concept designs of four
cided to switch gears and spend my personal design time creating oth- basic vehicle types: fast cars, offroaders, a few motorcycles and huge sci-
erworldly creatures, characters and environments, culminating in the fi vehicular monsters. In putting the book together, four basic stylistic gen-
book, Alien Race. Once that was finished in the spring of 2009, | res emerged: aerospace, military, mainstream contemporary/futurism
yearned to get back on track designing vehicles for my next personal and salvaged. As | could steer the work in any direction, | chose to think
book project for Design Studio Press. of these vehicles as mostly for the video-game space. This allows for much
more character and fun in the designs, which wouldn’t be the case if | had
A few things led me to explore the particular types of vehicles in this made each of these concepts for the real world. So with a newly renewed
book. | have a strong desire to always force myself to expand the many “artistic license” in hand, the designs presented over the four chapters of
ways in which | can create interesting and endless variations of concep- this book are intended as pure styling exercises to further advance my
tual vehicle designs. In this pursuit, | taught myself how to use several 3D own fascination with imagination, and the refinement of my own concept
modeling and rendering software programs, then challenged myself to in- design processes. From auick thumbnail sketches and digital paintings
tegrate them into my design process, to augment the traditional drawing done by hand, to 3D images created with a digital “kitbashing” of var-
and rendering skills that | have relied upon for years. A few subtle break- ious digital model parts, | hope you enjoy this latest collection of design
throughs occurred along the way. sketches and renderings.
One of the first was the application of specifically designed Photoshop The work featured in DRIVE was created not only by myself, but with
custom brushes stamped over a base rendering of a chassis, generated able assists from two very talented entertainment design students from
using Luxology’s software, modo. This system took me away from tradi- Art Center College of Design: Annis Naeem and Daniel Gardner. | have
tional drawing and focused graphic design at the forefront of the cre- always shared my ideas and techniques with the concept design world
ative process. Through this technique | generated many new vehicle forms at large, and the work Annis and Daniel contributed to DRIVE makes me
which | sincerely doubt | would have been likely to draw with just a pen very proud to have been their teacher. | think the book is a fabulous ex-
and paper. Since the new graphic shapes were being collaged and ample of what strong teamwork—combined with good foundation de-
warped over a base rendering of a 3D vehicle package, | could work as sign, drawing and rendering skills—can accomplish. The sum of these
abstractly as | liked, while always knowing where the hard points were collective artistic and design efforts are much greater than | could have
(meaning the wheels, engine and occupants of the vehicle). | still -have hoped to achieve on my own. Thank you, Danny and Annis. As for the
some research and experimentation to do on this workflow, but once it is credits of the work shown throughout, just look at the bottom of any
refined | intend to document the results in my next book, which will be all page and you will find the names of those who worked on the content
about my design process. To jump ahead to see a few examples of this of that page. Enjoy.
process, check out pages 40, 105 and 106.
Cestt R-bets—.
Scott Robertson
July 2010
Los Angeles
(sia tS —
ets coe: tree CHAPTER
ear? ie | Spacecraft have long been one of my favorite type of ve- museums, served to inform the visual research that Danny,
Teas ts Oe ae hicles, and in this first chapter |thought it would be. fun to Annis and | Used for the design of our vehicles. Some of
i ge ~ 9... simagine our video-game-style road vehicles inspired by the’ vehicles are meant to explore a variety of environ-
ote hoe ~ the shapes, colors and detailing found-on old and modern- ments, while others are all about power and speed. Draw-
Se ane day: spacecraft. |have visited the Smithsonian Air and ing’on our research, | found that the black/white color
ea ~ > Space Museum several times and-have found it more and combination with a few red, blue or gold material accent
~s mere inspiring, with each trip. The thousands of photo- colors went along way toward making a convincing con-
Pe eeerayn “Sed aha ~ graphs I'vetaken there, ds well as at several other space nection back to the spacecraft that so inspired us.
Aerospace: FR.0.G. RTI-201io0
This little offroad racing buggy is the first vehicle we did for this
chapter. The design grew out of the sketches to the right, which
are actually very quick digital mash-ups, and then paintovers,
of three spaceship sketches found at the back of my previous
book, Lift Off. | just added wheels to the ship sketches, made a
few other proportional tweaks and thereby generated three de-
sign directions to choose from. We went with the top sketch,
and then | jumped into modo to realize the design into the three-
dimensional digital model pictured above and on the opposite
page. As the design took shape in modo | liked the whimsical
round forms, so | kept them and decided to let the suspension
arms and other details stay very simple and clean, giving the de-
sign a more sci-fi looking aesthetic. As it is supposed to be an
off-road type of buggy, an aggressive tread pattern is best to
communicate that to the viewer. The rear view of this design
(shown above) says that the aesthetic is, first and foremost, all
about the tires...and then you see the little single-seat driving
pod floating at the middle of the design.
robertson
AecRospace: FR.0.G. RTI-20IiI0
The front view of the buggy shows even more of the whimsical ing mouth gap where the front suspension arms attach. You can
character of the design, as the “face” of this vehicle reminds tell by the nice dusty weathering Danny added that this
me of some type of frog. This is very evident through the frown- F.R.O.G. does just as well on land as it might in swamps.
Aerospace: FR.0.G. RTI-20IiI0
eee Se MoOCesing Mm moo oly Ses ss KS ar SSeS Ss Some c ict, as S weary TIME COS OC Oo Dae
fo o fiomer level wos in excasting the wheeis. The ech chowe renderings of wheels anc fires by Fond. Oftentimes. exdennc
sows this well The bocw of He FenFod 2500 wos come wer fe wees oy honc com ke eves loge For te etre eT
quickly os o loose painiing im Phofostop. By bowng the prot the pomiing Doing wheels im o 3D program jie modo tcs =
Sal mage of fe wees anc fires as o bose mace & Gy Glare GNC G00 Vale© MSs ME TS Che
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AEROSPACE: SCI-FI Explorers
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The idea of the floating crew cabin was taken a bit further in the
four digital paintovers above. A hint of the vehicles’ massive
scale can be derived from the size of the windows. | imagine
that the front wheels on these big boys would be about 6’ to 8’
in diameter. The sketch to the right is the final ballpoint pen
drawing that leads into the renderings on the facing page.
The idea behind the wheels and tires is that they are molded
around an aerospace-tech inner frame connected to a drive
hub. Being aerospace tech we could freely use as much gold as
we liked! After staging the wheels in the correct perspective in
modo to match the pen sketch on the facing page, the 2D Pho-
toshop rendering phase commenced. We hit on the circle as
our dominant shape with gold-coated glass and white body sur-
faces to help establish a strong visual aerospace look. This idea
of a circular hatch/door is seen on a lot of spacecraft and it
carries over nicely here for the design of the Explorer XRT-20.
oPARENER
gate vererees .—-
AEROSPACE: F-ocers
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Things are getting a bit more like the F1-style racecars of today
with these sketches. The only one that | think has some potential,
and | may develop further into 3D, is the car on the top of the
opposite page. Maybe it will show up in the second print run of
this book in the same way | added a lot of new work to the
reprinting of Start Your Engines and Lift Off.
robertson olds
rae
al
robertson
AeRosPpAce: SPoOoOrts racers
Realizing the sketches in color really helped to connect them to glass, blue accents and round shapes this design was now
the other vehicles in this aerospace family. With the matte black ready to be further explored in 3D.
tech areas, white body color with silver hex pattern, gold-coated
robertson :
AREROSPAce: GEro racer gt
The sketches from the previous page were my guide when build-
ing the 3D model of this design in modo. The version here ex-
plores an overly tech front end and a circular hatch on the roof,
flanked by air brakes slightly to the rear for a fun, animated fea-
ture when the car brakes. A few nice color details were added
by Annis to help complete the renderings. My own modeling
skills still have a ways to go before | have the ability to quickly
model any design | can image. What we gained most from the
introduction of a 3D program to the production pipeline was
the speed and accuracy to assign very real looking materials to
my so-so models and set them into very nicely lit environments,
giving us great base renderings to paint over, adding the cut
lines, design details, graphics, and weathering in Photoshop.
The other two areas that | enjoyed the most by working in modo
were the ability to quickly explore a variety of proportional stud-
ies for each design and the ability to play with different camera
lenses in staging the renderings. Oh yeah, and never having to
render photo-real-looking wheels again is fantastic!
robertson
cnrceatwo SPRILITARY
As game-vehicle styling goes it’s hard to beat the visual but to see if we could achieve the desired attitude
impact of a faceted, tough-looking military vehicle. An through the manipulation of proportion, silhouette,
angular form language always says to people, “I’m an stance, graphic shapes, cut lines, material combinations,
aggressive thing, be warned!” During this chapter we color, value and graphic detailing. Basically we ap-
took this idea of faceted surfacing, unconventional pro- proached the styling exercises with these design topics in
portions and packaging to create a series of military in- mind, as we do for the concept design of almost any-
spired vehicles that convey a strong personality and thing, and set off to create new and interesting vehicles
attitude of power and aggression across our three very that hint back to their military cousins, some more suc-
different vehicle types. Our efforts were not to put big cessfully than others, but all with strong attitude and char-
weapons on the vehicles to convey this idea of power acter first and foremost.
mutraAry: OFF-croaders
These quick marker and pen concept sketches exploring the po-
tential design directions of a military looking offroader started
out with the same drawing technique | have used for years. As
| did these sketches, the main goal of using faceted forms and
trying to hit on the design topics mentioned on the previous
page were at the front of my mind. When first jumping into the
development of a new vehicle, most of my sketches start out in
side view or whatever view | can most easily and quickly un-
derstand and explore its form. When moving from one sketch to
the next, an emphasis is put on moving the big elements of the
vehicle around in different combinations of size and shape. For
instance, if one offroader has the driver at the front, | might
move them to the rear in the next sketch. If one has a mid or rear
engine placement, on the next sketch | might try the placement
of the engine at the front. When you have full control of the con-
cept of the vehicle early on, this mental process makes it easy
to quickly generate a very wide range of ideas. As long as | ~
make sure to use straight lines, faceted forms, and feature ample FT oj
—— (oP lijedaie a
2Se
This design came from a quick marker sketch like those on the
previous pages. The sketch directly above was painted over in
Photoshop. The one at the top has had even more refinement
done to the surfaces, and 3D wheels were added in modo. The
rendering to the left represents one of my first attempts to model
a vehicle in modo. Needless to say, it had quite a bit of clean-
up done in Photoshop after the modo base rendering was com-
plete. Through not only the basic military-green color of the
vehicle, but the angular faceted forms, the BR-X30 conveys the
attitude we wanted for this chapter. Whether for a sports car or
an offroader, open-wheeled vehicles just visually work!
The sketches here started out as quick marker and pen sketches
which were then scanned and refined a little bit in Photoshop.
The design direction on the right really pushed beyond our
goals and is a bit too sci-fi, albeit fun.
robertson
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mutrarny: BR-I Heauy Escort
The idea behind this design was to take the styling we had es-
tablished earlier with the military vehicles and apply it to speed
vehicles. It was a really fun exercise to force myself to work with
the exposed-frame look and a vertical windshield in the form of
a speed vehicle. The idea was much like the semi-truck analogy
in that this car has so much extra power on tap that it need not
worry much about the aerodynamics of the windshield. The_
sketch at the top of the opposite page is the basic design | built
into a quick 3D model on the following pages.
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The renderings on these pages and the next two are of the base-
sketch model out of modo, before any Photoshop work. | always
imagined this car as the creation of some wacky, talented Army
mechanics with too much time on their hands!
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Of course, once they built one, they had tobuild two. Then the
race was on!
MIiLitARY: SSR Ss-Ii2
one earlier on, before hitting on the exposed frame and verti-
cal windshield style, this design takes a more traditional ap-
proach and explores the simple idea of adding some angularity
and soft faceting to a mid-engine sports car. The concept started
th the value sketch above, done in Photoshop on top of a
modo rendering of four wheels and a ground plane.
Ballpoint pen with a little marker work is how | got started on the
sketches for Pro Sport. You can still see some of the influence of
the earlier military sports-car proportions hanging around on
this page. I’m not crazy about any of these design directions,
but | always need to do some warm-up sketches along the way
to finding a new visual style and I'm happy to share a few ex-
amples of this process here.
More of the same style sketches here, this time done even
quicker with more of the underlying base marker sketch
showing through.
robertson
Pro sport: Speed sHetches
These styles range all over the place, which makes doing a book
like this really enjoyable for us. The center car on this page
makes it through to a more finished level in the upcoming pages.
robertson :
pro sport: Aichemy
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PRO SPORT: SR-862
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Pro sport: SR-8B2
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Power Slide
pro sport:
robertson
Pro sport: Power Slide
The rear view takes on a more modern feel than the side view,
in my opinion. A hint of some underbody aero-sculpting, big
exhaust ports and visually floating red body panels all help to
get this car moving toward the future.
robertson
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PRO SPORT
On this page are some of the sketches that led to the develop-
ment of the open-wheel racers of the following few pages. Push-
ing the limits of acceptable engineering technology for our own
world, but just touching on what can be possible for a virtual
game world, | think the sketches here strike a nice balance of
futurism coupled with the visually familiar.
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cer. Annis did a really«detailed paintover of the modo ren-
sring and added a lot to the design, nudging it visually even
rther beyond our own time and space.
Pro sport: Ecuck sHetches
Along the bottom are a few more quick marker and pen warm-
up sketches for more traditional utility trucks that could offer
some brute force to any racing team. The top sketches were
paintovers done in Photoshop of the marker sketches below.
robertson
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Pro sport: Ecuchk sHetches
More, brute force trucks with big bumpers and even bigger at-
titudes. All of our tools and techniques are represented on these
pages: pen and marker sketching, 3D wheels from modo, dig-
ital photo collage and paintingin Photoshop.
robertson
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Pro sport: Ecuck sHetches
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Pro sport: Sport USO
This is the first motorcycle in the book and there are a couple
more in the next chapter. We actually did a lot of bike sketches
but never really got around to finishing enough of them to make
a chapter, and we only had space for as few as a rising page
count kept me from including a lot of the rough sketches. They
might be a good thing to post on my blog, now that | think
about it. Above, Annis did a marker sketch | liked, so | mod-
eled it up in modo and rendered up these images. The render-
ing directly above is of the raw model and the two to the right
have both had a little work done in Photoshop.
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Pro sport: OF F-roadercrs
These pages feature some quick pen and marker sketches for
various off-road racing concepts. As mentioned before, | really
enjoy doing wide open concept sketching like this when | can
move the big elements of a vehicle around from sketch to sketch,
in search of a design direction to develop further. Some have
the cabin forward, some back, some have the engine at the
front, some at the rear.
AS:
we : DAVE : robertson
robertson :
PRo sport: Superlight 700
The ease of use of today’s modeling and rendering pro- ter specifically. As | have been observing the trends of
grams, along with the proliferation of digital 3D models people sharing more and more digital content online, |
available on the Internet for purchase for professionals feel we are at a point where using modern tools and tech-
like myself and for free for hobby modelers, is starting to niques, coupled with strong foundation drawing, render, ~
transform the way in which concept designs for any sub- ing and design knowledge, is ushering in a new way of
ject can be generated. My foundation drawing and ren- stimulating the invention of concept designs and art. We
dering skills have always been what most would call the chose the Salvage aesthetic as a way to test these new
“old school” way of doing visual development or concept tools and techniques, and | must say the idea of creating
art. This is not to say that my methodologies stay rooted vehicles from basically found objects or scrap was the
in the past. On the contrary, I’ve always sought to rein- perfect topic to explore the possibilities of a reworked
vent the methods | use to create fresh concept designs. pipeline for myself and my interns. 1 ~
robertson : Drive ui
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savunce: OF F-roaders
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sAacunce: OF F-roaders
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sauunce: OF F-roaderkrs
neseeem
sauuace: Desert Runner
To show something fresh and new, the last thing you’d want to
do is use unmodified 3D content you bought online, because if
you can do it, so can anyone else and where is the originality
in that? So this is where | think that despite the proliferation of all
the 3D models online, it is how creatively you use the content
within your own work that sets the work apart from all the oth-
ers. In our designs, the main goal was to add realism and be-
lievability to the concept of a vehicle that was salvaged and
assembled from various bits and pieces found at one super bad-
ass junkyard! The rendering above started as the sketch Annis
did to the left, and by making my own wheels in modo, painting
over the sketch and then using my photos of old aircraft that |
,warped across the surface, we created the Desert Runner. Danny
~ then weathered it up to add even more realism.
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On this page we find the driver and crew pushing car 3 back
to the pits due to a rain delay. On the opposite page, car 7 is
having some data downloaded after initial test runs on a dry
lake bed. Turns out, on this day the engineers learn it does bet
ter in wet conditions than in the dusty desert!
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re Drive = robertson - naeem
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sALUAcCE: OPeN wheeler
cabin and a raked stance were running through my head while if ANN
doing these sketches. Combine this with a little scii tech hubless
wheel design and you have retro-futurism styling all day long!
=i : DRE : robertson
sA.unce: Bonne Breoaher
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sauunce: BIa9cH Widows
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Annis Naeem Daniel Gardner
Annis Naeem was born in 1987 in Pakistan. He moved to New From the beginning, Daniel Gardner had a passion for art.
Jersey when he was 10 and thought he was destined to be a Born in 1989, he grew up in a family of creative people and
doctor or a lawyer, based on his family’s expectations. At 18, designers. He took figure drawing, painting and animation
he realized that his love for drawing and painting was greater classes in high school along with product and transportation
than just the sketches in his chemistry class notebook, and he design classes through Art Center College of Design's Satur-
prepared for a move to California in hopes of receiving an ed- day High program. Gardner had always dreamed of attending
ucation in concept design at Art Center College of Design. After Art Center to major in transportation. Although, after a year at
over a year at Art Center at Night and Pasadena City College, Pasadena City College, ready to apply to Art Center, he be-
spent preparing the portfolio needed for the transportation de- came aware of entertainment design and how it was going to
sign degree program at Art Center, he applied and was ac- become a new major at the school. Having immediately fallen
cepted. In his first term he met Scott Robertson who convinced in love with concept design, he changed his focus, but still has
him that the new entertainment design program had the bal- an immense love for automobiles. Gardner is now halfway
ance of design and illustration Naeem was looking for. He soon through his time at Art Center and is excited to join the enter-
switched majors and landed an internship with Robertson the tainment industry.
next summer through which Drive resulted. He is currently a stu-
dent at Art Center with two more years to go before gradua-
www.dannydraws.com
tion.
[email protected]
www.annisnaeem.com
[email protected]
Scott Robertson
President: Design Studio Press Dedicated to art and design education, he founded the publishing company De-
sign Studio Press in 2002. The company’s first book, Concept Design, printed
Scott Robertson was born in Oregon and grew up in the country. As a child his in 2003 and featured in Car Styling magazine edition #155, is a collection of
artist father, Richard, taught him how to draw and design the toys in his imag- original artwork by seven of the top concept artists working in Hollywood. Its
ination. Fascinated by speed, he and his father designed and built soapbox follow-up book, Concept Design 2, is currently in its second printing.
derby cars. At the age of 14, Robertson finished sixth in the world at the an-
nual race in Akron, Ohio. As a way to further design, drawing and rendering education, Design Studio
Press teamed with The Gnomon Workshop to create a library of “how to”
After two and a half years at Oregon State, Robertson transferred to Art Cen- DVDs. Robertson himself instructed on nine DVDs, focusing on drawing and
ter College of Design, where his father had attended as an illustration student rendering techniques for industrial and entertainment designers. He co-pro-
before him. Robertson graduated with honors with a B.S. degree in Trans- duced an additional 41 DVDs with various top artists, designers, and instruc-
portation Design in April 1990. He immediately opened a consulting firm in tors, including Syd Mead. To view all of the titles currently available, visit:
San Francisco, where he designed a variety of consumer products, the major- www.thegnomonworkshop.com
ity being durable medical goods and sporting goods. He began teaching at Art
Center College of Design in 1995, first with a year-and-a-half stint at Art Cen- To date, Robertson’s company, Design Studio Press, has published 31 titles on
ter Europe in Vevey, Switzerland (now closed), and then in Pasadena, Califor- art and design, with 9 of these having been translated into Japanese by the
nia. Robertson created the entertainment design major at Art Center, and publisher Born Digital. Over the coming year Design Studio Press will release
served as chair of the department for 3 years. several new books, some of which feature new intellectual properties, which
Robertson is working to option to various entertainment partners to be devel-
He has worked on a very wide variety of projects ranging from vehicle and oped into games, movies and toys.
alien designs for the Hot Wheels animated series, Battle Force 5, to theme park
attractions such as the Men in Black ride in Orlando, Florida for Universal Stu- He currently works as a design consultant to the entertainment industry, and is
dios. He art directed 240 illustrations for Mattel’s Hot Wheels AcceleRacers col- married to film editor Melissa Kent.
lectible card game, and authored the book How to Draw Cars the Hot Wheels
Way. Some of his clients have included the BMW subsidiary Design- To see more of Scott Robertson’s personal and professional work, please visit:
works/USA, Bell Sports, Raleigh Bicycles, Mattel Toys, Spin Master Toys, Nike, www.drawthrough.com
Patagonia, Minority Report feature film, Rock Shox, OVO, Black Diamond,
Angel Studios, Rockstar Games, Sony Online Entertainment, Buena Vista Other books published by his company can be found on their website:
Games and Fiat, to name just a few. www.designstudiopress.com
efrtrerword...
| hope you have enjoyed our design and styling explorations wave of concept designers to build upon our ideas and tech-
into the realm of hypothetical video-game vehicles. It is with niques, reaching far beyond what we have shared with you
great pride that | have been able to include the artistic efforts of here. For our part we will keep striving to reinvent and reinvig-
both Danny Gardner and Annis Naeem, and | hope that our orate our own design processes and techniques and continue to -_
collection of sketches and renderings help to inspire a future share them with the world through Design Studio Press.
www.designstudiopress.com
scott robertson
www.drawthrough.com
www.drawthrough. blogspot.com Lift OFF: ‘ Start Your Engines:
air vehicle sketches & renderings from surface vehicle sketches & renderings from
the drawthrough collection the drawthrough collection
ISBN-10: 1-9334-9215-5 paperback ISBN-10: 1-9334-9213-9 paperback
ISBN-13: 978-1-933492-15-5 ISBN-13: 978-1-933492-1 3-1
If you would like to learn more about the foundation drawing
and rendering skills used by Annis, Danny and myself, please
check out my educational DVDs at:
www.thegnomonworkshop.com
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DRIVE features Scott Robertson’s conceptual vehicle designs intended for video Spanning four chapters, each representing a different aesthetic theme—Aero-
games, communicated through skillfully executed sketches and renderings. space, Military, Pro Sports and Salvage—conceptual sports cars, big-rigs,
DRIVE builds upon the success of his prior two vehicle books, Start Your En- motorcycles and off-road vehicles are beautifully represented in full-color
gines and Lift Off. Just as he did with another recent book, Alien Race, Robert- through traditional and digital sketches and renderings. If you like concept
son collaborates with his Art Center College of Design entertainment-design vehicles, you will love DRIVE!
students, this time featuring works by Annis Naeem and Daniel Gardner.
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» ren Bere et
designstudi0Olrress