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File: yrg1247zj3qc1.jpg (63 KB, 640x488)
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Was the the engineer-ification of art a good or bad thing?
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>>7771672
Depends on the project. I don't expect realism in the Jetsons, but I do from a gritty cyber punk story. It's a case by case thing.
That said, I do think 'engineer-ification' in concept-art as a whole is a bad thing - it's just made for stale, uninspired visuals, in my opinion.
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>>7771674
> I don't expect realism in the Jetsons, but I do from a gritty cyber punk story.
And that ladies and gents is why cyberpunk died
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depends on the project
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we have too much boxy stuff. lets bring the curves back even if it's worse for deflecting bullets
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>>7771672

i love the technical aspect of scifi, but it has its place. most sci-fi shit is just real world technology. look at the engines on a covenant battlecruiser, star destroyer, or protoss carrier: it's all hot blue fire coming out of a tube. that's what we understand as an "engine" because it's what we know of at our current level of technology. scifi will always become outdated as real science advances, but that doesn't mean you should just not follow any logic. just make sure that the logic is consistent in-universe.
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>>7771685
It's seems to be as popular as ever, both as a franchise and as a genre.
But hey, if you want silly and unbelievable tech in your gritty futuristic stories, go for it.
Like I said, it's case by case.
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>>7771672
the guy on the left is not an engineer, there are maybe 2 sci-fi/mech/hi-tech artists in the entire world that I know of that actually had any on-hand experience, one of which is Emerson Tung and the only advanced thing he did was some metalwork for his models iirc
this is his art from a decade ago btw

99% of artists are not like him tho, they just study other mecha and sci-fi artists
the only theory you really need to know to design sci-fi is like hinges, that's it, everything else you simply reference from irl/other artists or eyeball and use your design skills to make it look good&plausible
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>>7771672
I think it's up personal taste. Personally whenever I try creating guns or machinery I try to do something that at least makes some sense.
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>>7771771
vs his art now
hmmmm surely he went to uni to study mechanical engineering or w/e to design something this complex, totally didn't just grind boxes and study other mecha artists, that's for fags
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feng daddy said to always use real world references so that what im going to do
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>>7771672
>Was the the engineer-ification of art
Weren't a lot of old artist, like in the 1970s~1990s originally draftsmen, engineers and such?
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>>7771674
>I do from a gritty cyber punk story
I don't want realism from cyberpunk I want edge and full retard schizotech, like a yakuza guy with a holographic jacket displaying animated waifus reacting to the mood, like they act smug when he's talking shit or he pulls out an uzi and they make a shocked face and "leave". Cybered-up gangs beating the shit out of some sucker right at the foot of a billboard lit with the most saccharine kawaii uguu shit. It needs to be cringe and fake like the real world but cranked to 11
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>>7771672
Then
>Drawings made to express the scifi ideas in novels written by non-science types
Now
>Drawings made to be passed to uncreative autistic computer nerds to be turned into 3D models for games and movies
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>>7771672
>what art is actually like vs what consoomers think it's like
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>>7771672
I think it's bad mostly. It's fine to have something "realistic" if it does something cool or it's used in a way that it's cool. But a lot of the times you see a sci-fi design trying to be realistic it jsut has nothing going on for it asides from how i looks. It's just a boring, overly designed machine. In my opinion, the original Evangelion sci-fi shit is the perfect middle ground.
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>>7771672
my old drawings were a lot more ambitious in composition, color, and ideas. I wuold spend hours drawing fun beg drawings and now I have to work up the energy to commit to a 1 hour drawing of a well constructed anime girl standing in a white void doing nothing.
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>>7771809
Guy on the right is literally Syd Mead. He did lots of iconic work but in his paid tutorials he keeps repeating how he doesn’t know how any of it works but it just needs to look convincing
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>>7771818
But he still has to have technical knowledge about physics regarding form, perspective, lighting, etc. Audience and prebegs think art is some form of mystical magic done only through intuition, hence all the 'fundies are a psyop' and 'i'm an artist because my emotions are better than yours' copes, and some people are too arrogant to accept there are always things to learn and it's not just about what you managed to figure out by yourself as a youngster.
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>>7771810
eva is interesting because while the mechs have strange and alien shapes, the rest of the city / environment is well grounded
the dozen tanks and helicopters that get squashed like flies every episode are important to create contrast with these alien designs
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>>7771841
>the mechs have strange and alien shapes
Well yeah, because they're not actually mechs. It's pretty simple really.
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>>7771841
Skmilarly, in Berserk, any characters that aren't ridiculous badasses have pretty historically accurate armour.
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>>7771818
>>7771832

Both are correct.
Art is about giving the viewer and impression of something. You don't have to know how the subject actually works in fine detail beyond what is seen, you just have to know how to make it look like it works like one would expect.

The puzzle piece that Anon #2 is missing is the fact that "art" runs in a spectrum from two polar ends that I'll call PRODUCTION ART and FINE ART. Production art includes primarily artwork that is itself a component for a larger work. Concept art, texturing, backgrounds, 3D models, character design, etc. These are meant to not exist as standalone pieces and so they must include extra visual information in a very tight manner because it's part of a pipeline with other artists. And in the current time, these artists are from wildly different cultural contexts and can be morons, so you must be very explicit to avoid miscommunications.

Fine art on the other end, is art intended to be what it is. It is the full art piece, the intended audience is... the audience, not other artists you work with. You don't need to know precisely how something works if you are only showing it in the manners that your piece requires.

These do overlap - the final result of a production is often a fine art piece (assuming it's not an advertisement or other variant of art-in-service of some other goal), but it is almost exclusively the responsibility of whoever is at the top in charge. This can be the director or the producer. It's whoever has the most control over the final work, and often producers are just funding it with select requirements and changes.


Most internet artists have not learned how to make fine art. They learned from production artists and make production art and then wonder why their boring shit with too much lore/detail isn't resonating with anyone but other artists.
Some reject this but end up with a child's surface-level understanding of postmodernism, making art that says nothing. Personal graffiti.
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>>7771727
>sci-fi shit is just real world technology
thats skiffy you're talking about. science-fiction is a lot wider than just space/pewpew. thats one of the differences in the OP as well. i'm therefore coining the term Space-Fiction aka Spa-Fi (if it doesnt exist already)
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>>7771674
The guy who codified cyberpunk had no idea how a computer worked.
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>>7772532
space opera

>>7772538
Yup. that anon is full of it
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>>7771672
i love it. there is nothing cooler than a badass sci fi thing where every detail was thought through and functional
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>>7771796
kinda, there's soft scifi and hard scifi. people into soft scifi, you can have space wizards and whatever as long as it looks cool. and then you had people who would research engineering and look and see what nasa was doing and implementing that into their art because they valued scientific plausibility.
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>>7772784
in fact, you could literally just relabel the captions, and it can apply to any era of scifi
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>>7772787
This kills the ragebait.
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>>7771685
nah, it just died for you and that's not a big loss.
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>>7771672
Theres no reason to and you should never go to either extreme for any story. Stuff from the 70s, 80s, 90s more or less had this down. Anyone thats talking "hard" or "soft" sci-fi has no idea what theyre talking about either.
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Also >>7772916 Buckaroo Bonzai is the most realistic sci-fi story ever told
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>>7771778
>>7771771
>>7771672
there's nothing you learn in an engineering degree that would possibly affect your art
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>>7771832
artists know nothing about physics when drawing light. Just a couple of rules: where no light hits it's darker, think of the highlight,...
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>>7772538
that guy doesn't matter that much anymore
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>>7771674
The Jetsons is a gritty cyber punk story tho.
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>>7771672
>>7771674
i think that it's ironic that a game like factorio, a by-engineers-for-engineers diesel-punk scifi game that you'd think would suffer heavily from this kind of supposed interdisciplinary conceptualizing, has no issue with this, and the core visual language is just "it needs more gears and parts exposed" and "i need more ww1 tank references"
ultimately, i don't think this is a real problem. people will find anything to bitch about.
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>>7772970
this guy gets it.
It's an imagined problem with imagined correlation.
He doesn't like the realism imitating style? Fine, sometimes I get bored of it, too. But you cannot really blame a specific group of people in this case, it comes down to taste (or rather the taste of the vis dev).
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>>7772923
Nice self-report kek
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>>7772923
>he thinks light physics are complicated
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>>7772990
I don't. I have that book it's good.
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Since we're talking about the subject, do you think it's okay to just do things like pic related when you're out of ideas, or should you try coming up with something more original and elaborate?
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>>7771672
Sci-fi as a genera should have engineering plausibility in it because it has the science part in its name. The whole appeal of sci-fi is imagining what could be in the future, just like regular fantasy is imagining what could have been if magic was real. So creating realistic spaceships is good evolution of the genera since today everyone knows that flying cars even if physically possible are one of the stupidest ideas out there.
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i think generally at least in the west we have an obsession with realism in art and media, which depending on how its used is either really cool or really bad.
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>>7773107
Add a couple of bolts, a barcode and LARP as Shinkawa using a brush pen
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>>7771672
The engineer art is a boring shit, I ruined creative freedom, you can't create anything that breaks reality in an exaggerated way, it's the worst thing that's happened to art.
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>>7772925
Cyberpunk basically hasn't changed since Neuromancer.
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>>7773128
No, it wouldn't. It's fiction, not reality. Coherence is different, like creating something coherent and believable, like a T-100 Terminator, versus creating something technically realistic, like a slow, boring robot like Tesla or Chinese companies. The absurdity would be creating a robot without joints that could move.



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