how to draw manga vol. 12 giant robots.r
DESCRIPTION
Draw manga robots, Gundam and stuffs!TRANSCRIPT
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\ Table of Contents Section 1: Basic Robot Design .................................................................................................... 5
2
Full Body: Start with a Human Shaped Figure ................................................................................. 6 Draw Robot-like Figures Using Only Basic Parts
Full Body: Robots Comprised of Parts with Straight Lines .............................................................. 8 Head: Base the Design on a Face with Beveled Edges ................................................................. 1 0 Head: Replacement and Omission ................................................................................................. 12
Omission of Face Parts Replacement of the Head Itself
Head: Eye Shape and Size ............................................................................................................. 14 Mechanical Eyes Polygonal Type, Round Type, Rectangular Type
Head: Mouth ................................................................................................................................... 16 Design Based on Shape Design Based on Structure
Head: Nose and Ears ...................................................................................................................... 18 Head: Neck ......................................................................................................................... .... ....... . 20
Shaft- and Hinge-type Necks Cable- and Hose-type Necks
Trunk: Body Basics ......................................................................................................................... 22 Chest Patterns The Art of Design
Trunk: Type1: Cylindrical Body ........................................................................................................ 24 Cylindrical Body Variations
Trunk: Type 2: Box-shaped Body .... ................................................................................................ 28 Box-shaped Body Variations
Trunk: Type 3: Board-shaped Body ............ .. ...... ..... .... ..... .................... ........................................... 32 Board-shaped Body Variations
Trunk: Back ............................................. ...... ..... ....... ........ ............................................................. 36 Basic Components of Transformable Robots Attachable Units
Chest: Part 1: Inverted-triangle Type .......................................... .................................................... 38 Chest: Part 2: Stand Type . . . . . . . . . . . . . . .. .. .. .. ....................................... ... .... ........................................ .40 Chest: Part 3: Spherical type ........ .................... .. ................. .............................. , ................ 42 Chest: Part 4: Square Type .......... ................. .. ................ ............................................... 44 Hips: Part 1: ~riefs Type .. .. .. .. .. .. .. ............... .. ............ .. .. ........................................... 46
Straight-line Composition/Angular Type Curved-surface Composition/Spher cal
Hips: Part 2: T Type .............. .... . .. .. ....... .......................................... .48 T Hip Joint Variations
Trunk: Special Body/Centipede Type ....... ........................................ 52 Shoulder and Elbow Joints .. . ...... ........................................ 54
Arm Forms Arms with Exposed Elbow Joi
Shoulders.... .................... .. . .. Shoulder Joint Covers Shoulder Pads/Armor
Hands ........................ .... .. .. Basic Finger Design
Arms: Overall Design . ... Optional Parts Variatlo
............ .................................... 55
. ............... ...... , ...................... 58
. ....... .... .............................. 60
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gs ...... OOoOOOOOOOoOOO •• OOoooooooooooOOooOOoOOOoOOOOOOOoOOOOOOOOooOOoOOOoOOOoOOOoOOOOOOOOoOOOoOOOoOOOoOOOOOOOOOOOOOOOOOOOOoOOOooooooooo oo oo .... 62
Fee S rt , Fat Legs
g, Slender Legs l eg Form eg Design esentation of Metallic Surfaces 00 00 0 00 00 00 00 .. 00 0 0 0 0 0 0 00 0 00 0 0 00 00 .. 00 .. 00 0 0 0 0 0 0 0 0 0 0 .. 0 .. 00 .. 00 .. 00 .. 00 .. 00 0 0 0 0 0 0 0 0 ........ 68
etal, Matted Metal Rough Surfaces, Smooth Surfaces, Metallic Surfaces, Rusted/Worn Metal
o es to Create Curve Effects 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 . ...
2· Combat Robots oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo .... oo .. oooooo .. .. ....
s rtation Units 0000000 00 00000 0 0 0 0 0 0 0 00000000000 0000000000000 000 0 0 00 000 0 0 00 0 0 0 0 0 0 0 0 0 000000000 0 0 000000000000000000000000 0000.0 0 0 0 0 0 0 0 0 0 090
S Boots and Bindings as Catapults g1ng Lower Body Parts g Parts and Wings s ormers
or Expression and Special Effects 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0. 0 0 0. 0 0 0. 0 0 0. 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0. 0 0 0. 0 0 0. 0 0 0. 0 0 0. 0 0 0 0 0 0 0 0 01 00
'Tles and Backfire E p1osions and Smoke
signing Original Robots 0 0 0 0 0 0 0 00 0 00 00 0 .. 00 00 00 .. 00 0 00 0 0 0 00 0 00 0 00 00 0 00 00 .. 00 .. 00 00 0 0 .. 0 0 0 00 0 0 0 0 0 0 00 0 0 0 00 00 00 00 00 00 00 00 00 0 .. 00 0 0 0 0 0 001 04
Attach Shin Parts Fly1ng Robots Add Joints to Connect Machines Robots with Tires
ction 3: Female Robots 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0. 0 0 0. 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0 0 0 0 0 0 0 0 0 0 0111
Designing Body Lines 0 0 0 0 0 0 0 0 0 0 0 00 00 00 00 0 00 0 0 0 0 0 0 0 00 0 0 0 0 00 00 00 0 .. 00 00 0 0 .. 00 0 0 0 0 0 00 00 00 00 00 00 .. 00 .. 00 .. 00 .. 00 00 0 0 00 00 0 0 00 0 00 00 00 00 .. 00 00 0112
Designing Breasts 00 00 0 00 0 00 0 0 0 00 0 0 0 00 00 00 00 00 0 00 0 0 0 00 0 0 0 0 0 0 00 00 00 00 00 00 0 00 00 00 0 0 0 0 00 00 0 00 .. 00 00 00 00 00 .. 00 .. 00 0 0 00 0 00 0 0 0 0 00 00 00 00 00 .. 00 00 0114
Bust Variations Designing Bottoms 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0. 0 0 0. 0 0 0. 0 0 0 0 0 0 0 0. 0 0 0. 0 0 0. 0 0 0. 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0. 0 0 0 . 0 0 0 . 0 0 0 . 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0. 0 0 0. 0 0 0. 0 0 0 0 0116
Designing Faces and Hair 0 0 0 0 0 0 0 0 0 0 .. 00 .. 0 0 00 0 0 .. 0 0 00 0 0 0 0 00 0 .. 00 .. 0 0 .. 00 0 0 0 0 0 0 0 00 00 00 .. 00 .. 00 .. 00 .. 0 .. 00 0 0 0 0 0 0 00 0 0 0 0 00 .. 00 .. 00 .. 0 0 0 00118
Designing Body Parts 00 00 0 0 0 00 0 0 0 0 0 0. 0 0 00 0 .. 00 ...... 0 00 0 0 0 0 0 00 0 .. 00 .. 00 .. 0 0 .. 0 0 0 0 0 0 0 0 0 0 0 .. 00 .. 00 .. 00 .. 0 ... 0. 0 0 0 0 0 0 0 0 0 0 0 0 00 00 0 .. 00 .. 0 0 0 00120
Design Based on Fashion 00 00 00 0 0 0 0 0 0 0 0 00 00 0 .. 00 .. 00 .. 0 0 0 0 0 0 0 00 00 00 00 .. 00 .. 00 0 0 0 0 0 0 0 0 0 0 00 00 00 0 .. 00 .. 0 0 00 00 0. 0 0 0 0 0 0 0 0 0 0 0 .. 00 .. 00 .. 0 0 0 .. 122
Underwear and Body Suit Lines Bunny Girl Motif Skirts and Blouses A Character Done in Metallic will Become a Robot
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\
HOW TO DRAW MANGA: Giant Robots by Hikaru Hayashi, Go Office
Copyright © 2001 Hikaru Hayashi, Go Office Copyright © 2001 Graphic-sha Publishing Co. , Ltd.
First published in 2001 by Graphic-sha Publishing Co., Ltd. This English edition was published in 2001 by Graphic-sha Publishing Co., Ltd. 1-9-12 Kudan-kita, Chiyoda-ku, Tokyo 102-0073 Japan
Drawing and production: Nariaki Funabori, Kazuaki Morita, Kouichi Kusano, Hajime Yoshida, Takehiko Matsumoto, Hikaru Hagizuki, Choujikuuajari
Cover drawing and coloring: Yukiharu Akimoto, Kouichi Kusano Scenario and composition: Hikaru Hayashi Original cover design: Eiji Co., Ltd. Japanese edition editor: Motofumi Nakanishi (Graphic-sha Publishing Co., Ltd.) English edition editor: Glenn Kardy (Japanime Co. , Ltd.) English edition cover and layout: Shinichi lshioka English translation management: Lingua franca, Inc. ([email protected]) Foreign language edition project coordinator: Kumiko Sakamoto (Graphic-sha Publishmg Co., Ltd.)
All rights reserved. No part of this publication may be reproduced. stored in a retrieval system, or transmitted in any form or by any means. electronic, mechanical , photocopying, recording, or otherwise, without the prior written permission of the publisher.
Distributed by Japanime Co. , Ltd. 2-8-102 Naka-cho, Kawaguchi-shi , Saitama 332-0022, Japan Phone/Fax: +81-48-259-3444 E-mail: [email protected] http://www.japanime.com
First printing: Second printing:
ISBN: 4-7661-1255-5
August 2001 November 2001
Printed and bound in China by Everbest Printing Co.
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I Full Body I Start with a uma _ lgure Think of the parts of the body wh _..:;-=====---------~~===~~~ drawing. ·
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D D c:J
D [::J I 1
~c-7 ~u
~~
Drawing squarish parts will make it look more like a robot, i.e., man-made.
You are free to choose the size, shape and balance of the parts.
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raw Robot-like Figures Using Only Basic Parts. • Draw big, bold joints. • Give the surface a strong metallic contrast.
Draw joints in a way that makes it look like there are mechanical parts inside.
Small, evenly spaced circles resemble rivets.
Representation of metallic finish
Solid Light representa (emphasize shadows)
Reflection
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l Full Body I Robo
Robot without corners cut off
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Straight Lines A square part becomes a metall looking cube wh the corners are rounded off.
Cut diagonally.
Then draw dual contour lines. They should be close together. This helps represent the shine of a smooth metallic edge.
Separating the lines at the corners creates the same three-dimensiona. effect.
I"" -----
Example of finished block. Apply tone and plane.
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as drawn by selectively removing using dual contour lines. Tones to accent the metallic feel of the
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Head Base t e
Since a beveled image simplifies the unevenness of the face/head and is blackish, it is easy to apply this effect to a robot head by making the lines sharp and giving it a metallic quality.
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eveled Edges
You can effectively express a metallike cubic effect by using double lines for the edges of the part of the head signifying the hair.
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make it look like Je armor is covering the , robot by making some : and some thin.
Heaviness and a robot-li e mo ded are created when you make some of the movable parts solid.
/
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Head I Replacement and Omission
Omission of Face Parts
Omission of one eye and the nose
You are free to choose the shape of the head.
e eyes. ears, nose and echanical parts.
The ears, nose and mouth are often omitted. OmiSSion of the nose and mouth
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Replacement of the Head Itself Use everyday objects to give your robot an unexpectedly familiar face.
Say "Cheese! "
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I Head I Eye Sha
Bothe
One eye
Mechanical Eyes
Goggles type
Straight line
Plate glass type
) ~ ...J. t--Curved line ~~~~
Spherical-lens type
Camera lenses and headlights can be used for mechamcal eyes.
ree basic shapes: c1rcles. ·
Round/oval type
O Q 00 0
Com bi nation/Goggles type
For the round-lens type, you should draw an entire eyeball.
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Polygonal type Round type Rectangular type
Concave type Convex type
Decide whether the eyes are concave or convex.
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B rn There are two mouth shapes.
Convex type
Front example
Other mouth designs
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drawVmg a robotic mouth: One is to at connect the nose and mouth, ·
.....,,.,.,.,ship to the overall structure of the
-
Concave type Flat type
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ign Based on Structure
Use the shape of a human skull as a point of reference.
the robot's mouth is open, the bottom should be shaded to create a sense of depth.
Door type , es left and right)
Circular shutter type (opens and closes like a camera lens)
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Front ·e
Side view
Upward view
Downward view
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sed on basic beveled shapes. Or ·essronal manga artists often omit
~ Invertedtriangular -
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ears are generally rectangular or • e them simple.
phone-and-antenna type
Human ears stick out from the head.
Robot ears are
Drawing the ears near the middle of the head will make the robot look human.
Horn-shaped type
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S a -
Replace headlight with head
-ee basic neck types
]__ _QB ic neck Thin neck
Camera tripod
Basic structure: The shaft is surrounded by armor.
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Protective cover used instead of armor
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le- and Hose-type Necks
The cables contain wires.
I 00 0
It looks like the robot is in for maintenance if you draw cables and hoses instead of a neck.
Representing twisting
The cables and hoses twist as the head turns.
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Two-part type
Chest part \) ~~~Four basicshapes v
e part combining the chest, stomach 2
parate parts.
/
Board-shaped body
0 ~
(-:·:·:·:-:-:)
C·:·:·!·:·:OJ
~ The special "centipede-t): body consists multiple parts
QOD Inverted triangle Stand Oval Square
Briefs type
Chest Patterns
Inverted triangle type
When designing the body of a robot, think about the shape as seen from the side as well as the front. A robot can have a totally different look depending on the thickness even if the design and shape look the same from the front.
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§US T type
Side view
0
Irregular cone
0
ormalbox
Board
0 The I type is skeleton of the briefs type and simplified
I type the T type.
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e Art of Design
_ 'loose body O oe.
A combination of an invertedtriangle chest and 1-type hips
Cylindrical-body type
Head and body balance The robot will look more intimidatmg the head is relatively smaller to the
OOdyo o
Good Bad
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( Trunk I Type 1: Cyli
drawn 1rom a va: ,
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Front
Location of head
As seen from above
Carefully choose the locations of the arms and legs so they ·n oo natural yet strong when the robo is viewed from the ground up.
Stde
he classic "potbellied" robot. It -o draw stocky, solid robots using
e.
Back
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trunks look more intimidating than those
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lrt-trunk type
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Trunk Type 2: Box-shaped Body makes it easy to draw a robo· I I OJ The box type tends to be sim ~
· heavy.
Looking down from front
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Looking down from behind
0
Side Back
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erful composition since it is easy to draw in perspec
Use an inverted standtype body with a large top surface even if the view is from below.
Typical view from above
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Trunk Type 3: Board-shaped Body by making it sharp while also thir · I I D Attempt to make the most of this ·
· about adding unevenness.
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Front
Looking down from front
Looking up from behind
rr \
1\
\
(
/
v
J
Side Back
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Board-shaped Body Variations
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This type is suited to sharp, speedy robots.
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One approach is to imagine the flapping of wings or arms when designing a robot with a thin trunk.
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( Trunk I Back Equip your robot with an array of mechanical devices.
Pying device such as a jet pack
Basic Components of Transformable Robots
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ec anical docking type
A simple back that looks like nothing is there
Claw, hook, etc.
Support
Choose parts that complement the body type.
n
Part with the same surface as the bac
Weapons, fuel tanks, etc.
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ttachable Units
Pressure-attachment units stay in place
. g magnetic force US In
or suction. ttachment Pressure-type a
•ample of claw-type :achment
Back
Claw type Underbelly
The claw type is bas~d on a . le backpack design. s1mp
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I Chest I Part 1: Inverted-triangle Type \:]
Front Side
Male form
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Back
A broad-shoulderec robot should have strong, well-desig -side and top surfaa
This sleek shape is ideal for drawing robots that transform
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Close-up view of the back of a transformable robot.
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Chest Part 2: Stan
Front
Back
e stand-type chest enhances the ginality of the lower body.
Side
- s suited to tank-type robots and tal robot designs.
3-D view
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Chest Part 3· Sphericallype Q T is shape is suitable for drawing all types r-:;:;;;;:;;;;;;;;: ___ ·~-~--.:.:..:. of robo s. ·
Front Side Back
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Chest Part 4: Square Type equipment to a square-shaped chest. [ I D It is easy to attach a variety of parts and optior
v ' [0 D I.: :r L [ ]
~l c l__)
Side Back
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~ps Part 1 .. Brl"efs Tiype Q Te ds o e comical. Suited to manga-type ~ • robo s ra e than realistic robots.-
Straight-line Composition/Angular Type
Front Side Bottom
Typical structure
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~urved-surface Composition/Spherical Type
00 Front Side Bottom
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Hips Part 2: T Type ~ This type is ideal for drawing combat robots.
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The trick is to add a straight line for reference.
Typical hip joint structure
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T Hip Joint Variations
It is easy to add skirt-type armor to the hips.
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Open armor
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~Special Body/Centipede lype Us~ this body type to design original , ~ umque robots.
-------------------------
\ I
~ Front Side Back
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I Shoulder and Elbow Joints I
S lder m
54
Use the ar s of cranes and excavators as a reference.
Movement of entire arm
~ \ (~
(
Rotating joint at base
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Arm Forms They are based on prisms and cylinders.
The arm structure resembles that of a crane.
Prism type
Arms with Exp sed Elbow Joints
Accordion type Metal cover
Cylinder type
Rubber cover
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Shoulders
a.'Til is merely attached to the "' and can only move up
n.
der design with traditional on a lowing upward and
.. n ard movemen only.
Shoulder Joint Covers e bas1c idea is CO'Ier the joint til armor such
as a shoulder pad.
56 Rubber cover
Groove lines give the impression of smooth
directions .
Think of the arm as crane sitting on top of a shoulder. Forward and backward movement is possible in addition to upward and downward movement.
When the crane is placec on its side, the arm can move in all directions, albeit awkwardly.
A shoulder joint emphasizm: rotation. Crane-like moveme~
is possible.
Cover the shoulders with armor. You can create a sense of uniformity by designing the arms and upper body at the same time.
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Shoulder Pads/Armor
Belt and shield type
Affixed with rivets
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Hands
Cranes and claws
58
The direction of the sheers is changed • expansion and contraction of the shaft
Opening and closing of the blades is controlled by upward and downward movement of pistons.
...
Opens when wire is pulled and closes when wire is let out.
Opens and closes with wire alone.
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Basic Finger Design
Square base Cylindrical base with enlarged joints
Conical cone type
Fingers are sometimes detachable.
Cylindrical and square types
Cylindrical fingers with accordiontype joints give the impression of an orthodox humantype robot.
An overall square form enhances the mechanical feel.
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I Arms I Overall Design
60
Cylindrical and square
Cylindrical exterior
Square exterior
Emphasis of muscular form
Change the girth of the upper and lower arms.
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Optional Parts Variations
Transformation of shield itself
Drill bits and other types of arms
~H ~ !!JL • ~~oint variations"_,.,.,.,.,".,..,.._
Attach to wrist. ~ Motor on arm
This is the arm.
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Legs
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Feet
The toes are solidly built.
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______________ .......... Short, Fat Legs Stocky legs create a sense of stabir .
Good Bad
Optional crane-type support legs
64
A combination of mesh and matting creates the dull shine of metal.
Drawing the bottom of support legs solid black makes them look heavy and hard.
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.ong, Slender Legs Draw the legs and feet large so that they are shaped like those in the illustrations below .
. eg Form
oot (sole)
s best to start by choosing the shape of the '-...-~ . (sole) and drawing the entire leg by onnecting the foot to the knee and hip joint. 65
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Leg Design Skeleton frame
Balance
The legs will look better if you make the knees higher.
echanical joint
66
Front view
The leg will look like a high-tech tool if the frame is thick and a hydraulic shaft is exposed.
Side view
This is the basic leg structure. Choose the girth and the number and positions of shafts according to your tastes and how the robot will be used.
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Front Back
ternal structure: Make minor adjustments to • e angle and position of shafts. Add
pplemental parts to create the effect of a echanical interior.
Side
Cover movable parts with armor.
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Representation of Metamc Surfaces
Glossy etal
68
e contrast between black and white r esents shining metal, while lowering s creates the sense of metal or plastic s me.
Matted Metal
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Plastic Rough surfaces Smooth surfaces Rusted/Worn metal
The feel of a solid is sometimes expressed by shaving or clipping tones.
Metallic Surfaces
(
Use spotting to express grime and a worn look. You can apply gradation and/or normal mesh tones over this.
You can also express metallic surfaces using only solid colors and straight lines.
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Using Tones to Create Curve E ec s
70
r ss curve lines by using a combination of eres cones and cylinders.
( \
h ·+---- !
l'-.______
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Step 1
Basic tones are applied to define the curves.
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72
2
Completed robot. Deformed tones were applied to emphasize the metallic look.
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Design Based on Medieval Armor 1.,----------------
74
ass·c suit of armor can be rendered into a oder -day mecha by simplifying and deforming e arts without significantly altering the overall
0 .
Underarm and seam of sleeveless undergarmer
Different version of shoulder pad and sleeveless undergarment
Thigh protectors and knee pads
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Use the helmet lines to form the head.
Make joints movable.
Emphasize sturdiness by extending and thickening the shoulders.
Leave the original lines in place.
Create threedimensional effects {thickness and hardness) by adding lines such as these.
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Arrangement of Swords, Axes and Spears for Use with Robots
76
Metal shaft
Use lines such as this to express a hard-plastic, three- Seam dimensional effect.
Lens-shaped tip Indicator
VOQ,""'""' • eapons should retain their original overall eature m1nor modifications to make them
Applying tones to a blade and planing will make it look like a laser blade.
0 I 0 u u I ILJ~
lrn unrD
Making the handle look l1 a metal shaft will give it mechanical feel.
Beam saber
lll \\\\WD
~~~~.~O.t _r-_ ,., ,...,..,.u...,.u--.1.--7.,---LJ[D
----=' _:::= -..:: j#5 s r~ You can give beam sabers an optional energy pack.
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Small tools used to make a robot look more mechanical
Shafts
Plain type
Cords
Type with seams/grooves
Skeletal arm using shafts and cords
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Robots Based on Combat Uniforms
78
Spec1aHorces style. Refer to space suits and di ·ng suits.
Backpack Parachute
Gloves are thick and sturdy and have protective cushions on the back.
Machine guns and pistols
Boots feature shin guards and thick soles.
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Make pads on the backs of the hands and knees look mechanical.
Thick soles k sturdy. rna e robots look
can be a . symmetncal.
Backpacks often have jet boosters and a wing.
Hand weapon
Side view of elbow joint
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Design of Head You can use a pi o s ... \,· design a robo- s face.
80
Redesigned to look like the head of a robot
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Weapons Base stance and grip on actual pose .
.............................................. ·.·.·•
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A single finger can double as the barrel of a gun capable of firing both bullets and laser beams.
Arm Cannons The arm is equipped with barrels and magazines.
Gattling type
Cannon type
Laser type
Hand Missiles/Handguns
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Magazine Arrangements Apply magazines and loading systems to robot arm weapons.
Exchange/removal of magazine
Magazine variations
84
Machine guns
Hand- or arm·type guns
t Arrows indicate magazine slots
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Exchange and transformation of options
Barrel variations
Body
Energy Guns
Actual gun
You can get a variety of shapes by exchanging and combini barrels and stocks.
Magazines
Stock variations
Various Futuristic Guns
They can fire anything from sonic energy to heat waves to laser beams.
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Barrels and Muzzles
86
Lines add depth to barrels.
Use a variety of gun types, including sidearms, rifles and automatics.
-
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azooka
ank turret
>imple type
np of self-propelled anti-aircraft gun
CCSJD~
Muzzle
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Missiles -.
4s:==, ~~£ ¥ Sidewinder
~ 5
Attachment of missiles is simple.
88
Double missiles can be attached in a variety of ways.
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Mount launcher on back of robot
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Transportation Units Common items such as skates can be transformed __________ into high-tech conveyances. ~· ··~~
90
A transportation unit that the robot wears as a belt
~.: ....
lnline skates
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>hoes with tires have the same form as inline skates.
The tire is in standby mode.
The shoe comes to a stop.
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Using Ski Boots and Bindings as Catapults •.
Catapult
92 They usually come in a set of two placed side by side
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The robot inserts its feet.
The bindings unlock as the robot blasts off.
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Changing Lower Body Parts Transportation devices can be attached in place of the lower body. ·
Basic style Detach upper and lower body.
You are free to choose any transportation device.
Marine type Tank type
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The robot does not even need a lower body at first.
Marine type
Tank type
Hovercraft type
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Flying Parts and Wings There are two types of wings: Those that are vertical to the body and those that are horizontal to the body.
Attaching nozzles and wings to a backpack creates a flying unit.
~ Wings vertical to the body
Equipped with vertical wings
96
Wings horizontal to the body
Propulsion nozzles
Rocket engine
I~ ~) Square jet
Jet engine
~ Round jet
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Horizontal wings
les
tes
Back
Side
Wings are drawn from many different angles, so design them as seen
~~~~~ from the top, bottom, back, front and side.
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Transformers
Jet fighters
98
Create a robot by combining parts from jet fighters, cars and other objects. Make use of the original objects' characteristics.
If you design a robot by clearly combining parts from other mechanical devices, it will look like the robot has combined with another robot or transformed into another machine.
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Make use of car parts at the joints.
Motorcycles
9~
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Color Expression and Special Effects Color is expres~ed in terms of differences in gray _______________ tones (dark or light). When you make a black-and
white copy of a color picture, the colors will be gray
Yellow
100
Use that as a reference.
White
In this illustration, the robot's entire body radiates light.
Accent the reflections by using solid black.
Black - Solid Red, green 30% (dark colors) CJ 25% Purple, blue c:::J 20% Gold *Increase contrast of gold by planing
dark tone. Should combine with solid.
Light blue CJ 15% Yellow CJ 10% Silver CJ 5% White, light CJ White (0%) *In general, use dark tone for dark colors and strong colors and light tone for light colors. You should have contrast in at least two places, i.e. , dark/light (apply, do not apply, etc.).
Black
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Flames and Backfire Red flames
Blue and white flames
Normal eye
Air/jet blast
Flames and hot air
Shining red
Red accompanied by explosion
Ink splatters are an effective way Fast-streaming red to depict an explosion.
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Explosions and Smoke
1. Make a rough sketch 2. Draw with pen
3. Apply finishing touches, including tones and white at the center.
Drawn with ruler Drawn with free hand I
1. Make the smoke look like it emanates from the center of the explosion.
2. Draw with pen. Do not use a ruler. 102
I ,
3. In the center use tone etching plus white.
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I
! ,,
l t
...
. ... ·~
\ Explosion with smoke
II"
/
, I I
Explosion with flying dirt
Light at instant of explosion
' I
103
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104
View of head and shoulders from above
Chest
Core/movable unit
Left arm
Upper body Right arm
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..
Attach Shin Parts Reinforce legs with hydraulics, armor, flying aids, etc.
The appearance differs depending on the angle.
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Flying Robots Swap flying devices with the head to emphasize the primary function of the robot.
Use basic parts for the chest and arms.
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Attach wings
1
This design is based on the wings of a moth.
When designing robots that can fly, first consider the basic shape of an airplane. This will make the design appear realistic.
107
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Add Joints to Connect Machines
II' -tr' 3&:'\\
~ J/ ~ w .. .. ~ II
j1tlllft
Connecting a hovercraft
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Legs connected to a foundation
Tractor wheels connected to a foundation
·~ : -~ ; • - 6 L __ .'-t:--.T ·:
-- -
- '
~--------------~ 109
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Robots with Tires Leave the original head and arms. The robot will look like a completely different machine if you put armor on the body and make the lower body a tire mechanism.
Tractor wheels
110
Heavy-duty off-road tires based on dump truck or tractor tires.
The overall form will be completely different if you make the shape ~~~"' of the tire tread unique.
<tii••~ •i:J
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Designing Body Lines There are two ways to approach deformation of --------- physical characteristics.
Nude base
112
To improve the balance, draw the bust a little higher than it would be in real life.
Removing roundness Straight line type. Draw as if the entire body was covered with a combination of iron plates. This creates the look of a classic robot.
Curved approach Use mainly curved lines to accentuate the curved surfaces and roundness of the body. Look at mannequins or figurines for inspiration.
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The head of a robot with no hair will look small , so raise the shoulders, hips and bottom to improve the balance.
The back and bottom of robots drawn with straight lines also have no roundness. Make the shoulders square and the hands and feet like prisms.
The curved type resembles an artist's sketching mannequin. For a basic design, make the joints and movable parts simple spheres.
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Designing Breasts
Human
Cubic/armored type
Mannequin/android type
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Bust Variations
I
Cubic/armored type
Simple mannequin type Muscled/biometallic type
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Designing Bottoms
Human
Cubic/armored type
(!
Mannequin/android type
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I
j
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Designing Faces and Hair
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Human Three-dimensional cast type Wire/cord type
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Human
Three-dimensional cast type
Movable block type
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Designing Body Parts
Mannequin block type Robot-like prism type Metallic muscle type
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Think of a metallic cylinder.
Remove a part of the outer layer to expose the inner skeleton frame.
Tones give the finished illustration a metallic sheen.
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Mannequin block type This type of robot looks kind because it makes use of roundness similar to that of the human body.
Robot-like prism type This type of robot looks like an unrefined machine covered with metal plates.
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Design Based on Fashion
Underwear and Body Suit Lines
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Bunny Girl Motif
This is how it looks when you change the leg parts.
Design while making the form consistent.
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Skirts and Blouses
Choose the location of the crotch at the rough-sketch stage.
In this type the skirt
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Rough sketch of hair ornament and pigtail
Hole in shoulder joint. Adding holes is a technique to make a robot look mechanical, but it sometimes results in a cluttered design.
The skirt is an option, which means it can be removed.
A close-up reveals the thickness of the metal.
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A part of the leg armor opens during flight. Position control nozzles can be seen.
Equipped with jets in skirt
A robot based on a maid outfit will become a maid robot.
You can add optional pigtails or ribbons.
Headdress
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A Character Done in Metallic Will Become a Robot. Drawing reflections on skin (solid shading) and applying gradation tone will create the feel of a robot.
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