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How to Draw Giant Robots

A 10 Hour Flash Animation Tutorial

Created by: Justin

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Section 1

How to Draw Giant Robots - Course Assets

Download all the Flash files for this course



Course Assets

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Section 2

Polygon Shape Design

This first session is a soft-approach to getting started with Adobe Flash and vector illustration in general. If you've never used Flash before, be sure to watch the initial setup video. Otherwise, you can begin by creating simple polygon shapes, which we extrude to create more complex shapes. We'll also talk about perspective and create a quick body pose to use in Session 2.



Initial Setup with Adobe Flash

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Basic Shapes

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Extruding Shapes

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Complex Shapes

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Body Mockup

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Section 3

Shading and Texturing Practice

This session teaches how to save a color palette in Flash, color a three-dimensional object, texture using masks and images, add rust and smoke fx, and more.



Color Palette

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Elaborating the Shoulder Parts

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Initial Color and Texture

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Rust and Smoke

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Detailing

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Section 4

Parts Library

In this session, we will build up a library of symbols which we can use throughout the rest of the course and in future projects. Keeping an archive of past "parts" will help you to speed through production on your next robot masterpiece.



Cords

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Metal Clumps

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Repeating Columns

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Paint Chips

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Atmospheric FX

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Insignia

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Gears

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Section 5

Silhouetting and Adding Primary Planes to the Final Piece

It's time to begin your epic robot masterpiece. This session will teach you how to use parts from your library and build the silhouette of your robot-to-be. Then we'll carefully begin adding one-dimensional polygon planes to the robot. Our aim is to simply get a solid foundation for the finished piece.



Using the Parts Library to Build a Silhouette

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The Exoskeleton

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The Exoskeleton – Primary Planes

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The Exoskeleton – Primary Planes (continued)

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Touching Up

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Section 6

Extruding Planes for the Exoskeleton

In this session we'll begin extruding the primary planes we created last session and build the robot's entire exoskeleton, or outer armor, with special attention to both design and functionality.



Extruding the Legs

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Extruding the Boots

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Extruding the Chest Plates

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Extruding the First Arm

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Extruding the Second Arm

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Extruding the Shoulders

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Extruding the Neck and Head

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Section 7

Embellishing the Exoskeleton

This session we'll add lights, vents, divides in the armor, chip away at the edges, insignia, bolts, piping and just about everything else we need before we send our robot off to the next session for final shading.



Lights

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Dividing Areas

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Thin Lines for Panelling

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Rough Edging

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Adding Pipes

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Insignia and Bolts

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Section 8

Adding Realism to the Final Piece

In this final session we will concentrate on giving our robot realistic shading and atmosphere. We'll add a background layer, then shade each region of the body accordingly. We�ll add smoke effects, damage, debris and even some helicopter fire. Finally, we can export a high resolution image, open it in Photoshop and add watercolor effects to make the image have a painterly, movie poster feel.



Shading

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Lighting and Filters

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Textures

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Debris and Smoke

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Adding some optional Photoshop Filters

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Category: Illustration  -   Primary Software: Adobe Animate (Flash)  -  
Tags:   robots - how to draw - adobe animate - vector - illustration - sci-fi - robot - technical












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