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The problem with current sci-fi art/style

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dzibarik polycounter lvl 10
This issue has been troubling me for some time. Why it seems that about 90% of sci-fi artists seem to be stuck in 80s (sometimes 70s) when it comes to sci-fi?

I mean look at most sci-fi corridors. They look like they are either from Alien (1979) or some Star Wars movies. Why are all these tubes and maintenance panels are exposed? Why so many angles? So people walking in these corridors have something to stumble over?

Science fiction art has been an exercise in predicting how future would look if this and this happens and so on. But now it seems that people just recycle art from the past.

May be it happened because the future actually happened and it even though a lot of science fiction visions have become reality, futuristic landscapes sort of came to life in Saudi Arabia and some Asian countries only? And imagining future isn't fun anymore?

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  • Muzzoid
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    Muzzoid polycounter lvl 10
    Nice generalizations bro.

    The thing is that after a century of innovation in art, the amount of area you have for exploring in small sub-genres shrinks and it becomes a remix game instead of an innovation game. The same quantum leaps that were possible for prediction in the 70's and 80's are harder to come by.

    Just as scientific innovations are harder and harder to understand. It was far easier to write sci-fi about nuclear energy and bombs than the higgs boson.

    But anyway, look at syd mead and all will be revealed in a Technicolor dream-scape.

    But that being said, if you have better ideas than the rest i wanna see them!
  • PixelMasher
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    PixelMasher veteran polycounter
    I do find people go back to alien and star wars for design a lot of the time, but thats usually because those designs are so visually pleasing and interesting. I really like the look of films like district 9 and Elysium, as well as the completely opposite end of the spectrum with something like the tom cruise movie Oblivion, where its more like apple designed the entire set.

    A lot of the time people go with what influenced them as a child and there are a lot of people on here who are a product of the 80s so thats the style of designs they tend to cherish deep down inside.
  • JordanW
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    JordanW polycounter lvl 19
    I'm always a fan of: If you don't like the perceived status quo of what artists are making, go ahead and show them how it's done :)
  • Will Faucher
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    Will Faucher polycounter lvl 12
    Why do people go with exposed panels and tubing? Because that is exactly how space shuttles are designed today. We go with something we know, something practical. If something needs fixing, it is easily accessible, and lets face it, shuttles always need repairs. These electronics and tubes don't need bulletproof panels to protect them, because nobody in real life is stupid enough to carry a firearm into space, they have other concerns.

    015.jpg

    Like PixelMasher put it so well, we go with what inspired us in our childhood. Star Wars Episode 1, 2 and 3 were coming out when I was growing up, so that inevitably is what draws my attention today. Alien was before my time, so I'm not a fan, but I still respect the work that H.R. Giger put into it. It's good stuff.

    When it comes to real life science, practicality comes before looks. Nobody cares if the inside of the space shuttle cabin isn't Star Wars worthy, it's got everything the pilots need.


    001.jpg
  • dfacto
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    dfacto polycounter lvl 18
    Because few if any major companies in media have the balls to invest in something truly visionary just in case they lose their investment, and the visionaries of the past are now well known and cliche. That saturates the market with cookie-cutter sci-fi and then artists imitate that and it propagates along.

    There are plenty of "original" sci-fi artists, but mostly their work flies under the radar. Only sometimes does something come out (like District 9's guns, or Aaron Beck's mechs) which is appreciably different and widely visible, and then it is immediately fed into the industry grinder and becomes old hat in about 1 year.

    Not to mention that when you do something new, people don't necessarily like it. The Bayformers designs are far off the standard sci-fi spectrum, but nobody likes them...
  • WarrenM
    You really think it's because everyone is scared of doing something new?
  • dr grim
    Two reasons come to mind putting aside the realistic side:
    1) Usually exposed panels and electronics scream "machinery" and "high tech" and "important stuff being done right here" in a snap. In sci-fi flicks it helps keep the suspension of disbelief kicking.
    2)It gives you something to look at.

    Now regarding your view on unpractical tech I have to agree to a certain extent. I keep seeing here and in the movie industry robots, high tech suits and environments that do their very best to fill every possible square inch with detail. You'd expect combat suits to keep the electronics INSIDE and not have them sprout from everywhere. I remember being at a Webinar on Zbrushworkshops and the guy there was saying that indeed the tendency was to add too much detail everywhere. A prime example of this is the transformers movie dfacto mentions: My brain refuses to compute the designs EVEN WHEN THEY STAND STILL. I didn't grow on the cartoon show as a kid so I have no nostalgia attachment and I hate Michael Bay as much as anybody who has a modicus of self-respect for what goes in his brain but his transformers are too busy. And when they move it gets worse. I don't understand what's going on except that Megan Fox is seriously hot.

    Regarding recycling tech from the 70s and 80s I'd say it's normal, most directors today come from that era, it's what they grew up with and those movies are highly worshipped from having transformed imagination of millions into well made sci fi movies. Star Wars, 2001, Alien, Blade Runner: How could you not be influenced by that? What's the alternative? The Xmen perfectly polished corridors that lead to Cerebro? Why not but putting aside the fact that it's gotta be a Roomba dream to clean up there isn't much to it. But as I said above, I have to agree that tech in sci-fi movies should try something a bit more sophisticated like Deus Ex Human Revolution. I thought that worked pretty well.
  • Ged
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    Ged interpolator
    we all have to rely on our own understanding of what looks "cool" or believeable. So for example if I make a giant buglike war machine Im going to research bugs(praying mantis?) and war machines(tanks?) and then make a design that uses some of my favorite parts of the reference. This is how it was done in the 80s isnt it? and for a lot of us I guessing this is how it is still done now, so its no surprise if artists come up with similar stuff, I think most of us agree the results of this kind of workflow are still cool today so what would you expect this new workflow to look like? I think some scifi art is just based almost entirely on other scifi art references and yes that can get generic very fast. I am making a lot of generalisations here but so did the op :)
  • ExcessiveZero
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    ExcessiveZero polycounter lvl 6
  • Mask_Salesman
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    Mask_Salesman polycounter lvl 13
    May be it happened because the future actually happened
    Damn did I miss the future already?

    I find it quite interesting that there's an even deeper 80's revival going on right now, everybodys into NewRetroWave music and I like it :thumbup:

    But it's good to notice these genre stereotypes, realization of such leads to new innovations. :)
  • Blaisoid
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    Blaisoid polycounter lvl 7
    I really don't see people being stuck in 80's.

    On the other hand I do feel like for last decade it's become obligatory for SF films to feature places with well lit clean white walls and floors, an extra bold "desaturated blue/green" color correction, and teal holograms&displays.

    I'm looking forward to any new fashion that will hopefully bring saturation back to sci-fi.
  • beefaroni
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    beefaroni sublime tool
    Think of design. The ratio between visually noisy areas and visually clean areas. A perfect balance (I think its 80/20?) between those two is more visually appealing to the eye.

    And where are you getting your 90% figure? Sounds kind of pulled out of your ass. If this has been troubling you for some time then you should make a sci-fi hallway that blows us all away with it's unique futuristic design :D

    But for real. I don't know where you are looking but between architecture (yes, architects are artists), games, concepts, etc, there is plenty of not 90% of whatever you're talking about design.

    (I have more examples but I can't spend all day hunting through my old tumblr posts..)

    Here:
    http://present-n-future.tumblr.com/post/71040243120/hackerinterior-ff
    http://present-n-future.tumblr.com/post/69207993130/i-hope-life-on-earth-is-everything-you-remember
    http://present-n-future.tumblr.com/post/91743886561/todiwan-a-russian-tank-manufacturer-has
    http://present-n-future.tumblr.com/post/69207625276/cosmicwolfstorm-prometheus
    http://gashetka.tumblr.com/post/78138818435/2012-california-roll-house-architect-violent
    http://present-n-future.tumblr.com/post/68182382629/kathaderon-elysium-2013
    http://present-n-future.tumblr.com/post/67870848834
    http://present-n-future.tumblr.com/image/67331717052
    http://present-n-future.tumblr.com/image/66583113865
    http://present-n-future.tumblr.com/image/65495098679
    http://present-n-future.tumblr.com/post/84767776076
    http://present-n-future.tumblr.com/post/90299574691/eimer
    http://present-n-future.tumblr.com/post/90558215906/eliaspress-concept-for-a-metro-station
    http://present-n-future.tumblr.com/post/90558124406/eliaspress-office-floor-with-luxuriuous
    http://present-n-future.tumblr.com/post/90558237556/eliaspress-underwater-research-station
    http://present-n-future.tumblr.com/post/86565620821/hytnnovation-kitchen-corner-by-boxetti
    http://present-n-future.tumblr.com/post/85845308161/clothesoffposeoff-i-need-to-know-where-this-is
    http://present-n-future.tumblr.com/post/87947281736
    http://present-n-future.tumblr.com/post/90299996616



    And heres some real life tube-y stuff all over the place.
    http://present-n-future.tumblr.com/post/83946368089/limbsa7o-edgar-martins-photographs-the-european
    http://present-n-future.tumblr.com/post/90511878531/gregwhitephotography-onboard-a-nuclear
    http://present-n-future.tumblr.com/post/64161099193/2001-a-space-odyssey-eight-spacecraft-settings
  • pior
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    pior grand marshal polycounter
    Also : Sci-fi is fundamentally different from Science-Fantasy. By definition, these two sub-genres of "future stuff" are bound to be quite different visually.

    In other words : Star Wars is not a Sci-Fi movie.
  • Mstankow
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    Mstankow polycounter lvl 11
    It is because Street Sweepers are the most futuristic looking vehicles on Earth.
  • throttlekitty
    Creating an entirely new set and architecture design is kind of hard, yo. If you're unhappy with what's going on in sci-fi, feel free to set a trend that doesn't fit previous schools of design, Bauhaus, Modernism, Expressionist, etc. (and whatever we're calling the current trend of flat-thing with 45 degree slopes all up in yo grill)

    Any space should reflect what it's used for, lifestyle of the people and society who use it. Common tropes are used to attach and guide the viewer to the story and state of the world without needing to explain much. Those heavy industrial pipes and panels tell a different story than the slick, expensive metal clean environments, cobbled together junkyard builds, or some ancient religion's spacecraft.

    Here's a fun little read I just found:
    http://www.ft.com/cms/s/2/fff5e7cc-4d50-11e3-a220-00144feabdc0.html
  • Joost
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    Joost polycount sponsor
    I'd definitely have a look at Syd Mead's work. Very inspiring.

    I have nothing against the "generic sci-fi" look. I think it can look awesome if done right.
    I would like to see some more innovative scifi art, but it's hard to imagine what the future is going to look like. I mean it's hard to predict what the world is going to look like in 50 years, let alone 300 years.


    Also, this is being made today.


    001.jpg



    v2_interior_wide.jpg?itok=ZTkgY1qr
  • PyrZern
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    PyrZern polycounter lvl 12
    Creating an entirely new set and architecture design is kind of hard, yo. If you're unhappy with what's going on in sci-fi, feel free to set a trend that doesn't fit previous schools of design, Bauhaus, Modernism, Expressionist, etc. (and whatever we're calling the current trend of flat-thing with 45 degree slopes all up in yo grill)

    Any space should reflect what it's used for, lifestyle of the people and society who use it. Common tropes are used to attach and guide the viewer to the story and state of the world without needing to explain much. Those heavy industrial pipes and panels tell a different story than the slick, expensive metal clean environments, cobbled together junkyard builds, or some ancient religion's spacecraft.

    Here's a fun little read I just found:
    http://www.ft.com/cms/s/2/fff5e7cc-4d50-11e3-a220-00144feabdc0.html

    Thanks for the link.
  • Jesse Moody
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    Jesse Moody polycounter lvl 17
    number one reason why everything is exposed and open. Access for maintenance. Same thing was very clear on Navy ships when I served. Easy to get to if it's not behind 100 screws and bolts from a panel cover.
  • ExcessiveZero
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    ExcessiveZero polycounter lvl 6
    number one reason why everything is exposed and open. Access for maintenance. Same thing was very clear on Navy ships when I served. Easy to get to if it's not behind 100 screws and bolts from a panel cover.

    you know that is what I was thinking in regards to submarines.

    inside-the-sub.jpg
    7011641.jpg
    erh6yertherthh.jpg
  • DireWolf
    I think it's all about the context you know. Being aesthetic pleasing is not a priority on things like war ships. Of course you'll see cleaner, more elegant design in space crafts designed to take the rich on tour.
  • Nox
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    Nox polycounter lvl 5
    Science fiction art has been an exercise in predicting how future would look if this and this happens and so on. But now it seems that people just recycle art from the past.
    The future will look more like Fallout designs, not Star Wars/Alien etc.
  • WarrenM
    Neat, you've been to see? Do you have any lottery numbers to share?
  • claydough
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    claydough polycounter lvl 10
    jes cuz he hasn't been mentioned yet: Jean Girard ( Moebius ) got to do the 5th element before his death. Beside European or Japanese visions what most people call star wars I see 2001. In which case everything clean n white is Kubrick/ starwars everything dystopian and gritty is Scott/Bladerunner, Alien.
  • adam
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    adam polycounter lvl 19
    IMO the best designs in the realm of "science fiction" and "science fantasy" are the ones that look fantastic, but functional.

    I need to be able to look at it and understand how it works, not just look at it and accept that designers cause for function; "It floats because floating is cool." Yuck. I hate 'magic' elements in future design. When things magically float, anything that has 'psy-' appended to the front of it, oddly shaped panels that make no sense, and so on. I need to see its function in addition to its beautiful form.
  • Mstankow
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    Mstankow polycounter lvl 11
    I like to use the term Space Magic for nonsensical sci-fi and fantasy explanations.
  • igi
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    igi polycounter lvl 12
    I think former science-fiction designs of the past distancing from the fiction side of things to the fantasy as the future and technology reveals day by day, or more like calling them as retro-futurism and so on, looks like it's an endless cycle of how most of fiction will end up. When the time goes on there'll be more examples coming out of this cycle. For sure beauty and design-wise they do mostly keep it's value and reusability via retro tag. Today's scifi should base on the future vision of current tech like the upcoming cod game, for sure it's always possible to pass beyond the blurred line in-between sci-fi and fantasy.
  • jfeez
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    jfeez polycounter lvl 8
    My problem with a lot of current sci-fi(not constrained to this genre tho)is the lack of appeal they have. Yea they may be functional/grounded but if its bland then its just meh imo. Give me something that looks designed for life, like people have to or live there, make it feel natural as well as functional, e.g. If there is a lot of controls for something have a bit of paper taped to an empty space near the controls labeling them.
  • Shrike
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    Shrike interpolator
    I have to deal with a lot of this topic in the UI department ..
    In the future everything is blue and we will discover the need for senseless information and graphs and hexagons everywhere

    Also color is not needed in the future and all information is floating, sorry Bill Gates, but there are no windows anymore

    stock-vector-futuristic-user-interface-hud-174070610.jpg

    Enough ranted


    I think starwars is mainly so popular because it presented a universe
    to the audience that is not all the same bland mix of techy metal, but something living and varied that people can relate to, a living universe.
    From the big cities to tatooine to naboo, they all have very distinctive
    architecture and inhabitants with credible culture, something nobody
    else really pulls off in that scale, maybe with exception of Warhammer40k doint their own very special thing.

    Edit: oh the rant begins again -.-

    Then things like Mass Effect (sorry) I like the series too, tho) feel like a step backwards to the old (pre) Star Trek sheme, where 90% of all sci-fi comes from. Sure they did some great environments and styles, but if you look at the big picture, mass effect is like the epitome of generic sci-fi and while being probably PC-gamings go-to sci-fi series
  • shotgun
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    shotgun polycounter lvl 19
    The 90% figure is about my estimation as well of 'how many people are unoriginal" in the world. Some blindly follow others, some are unable to innovate even if they tried while others may simply not have the resources or exposure.

    This applies to most areas in culture, and the sci-fi art community is no different. However, the need or expectation for a design to be functional or livable in order for it to be original is trivial, imo.
    JordanW wrote: »
    I'm always a fan of: If you don't like the perceived status quo of what artists are making, go ahead and show them how it's done :)

    That's a very good point: the more sci-fi is made, the more defined its status-quo become, effectively narrowing its margin for novelty.
  • pior
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    pior grand marshal polycounter
    My problem with a lot of current sci-fi(not constrained to this genre tho)is the lack of appeal they have. Yea they may be functional/grounded but if its bland then its just meh imo. Give me something that looks designed for life, like people have to or live there, make it feel natural as well as functional, e.g. If there is a lot of controls for something have a bit of paper taped to an empty space near the controls labeling them.

    I think one way to work around that is to filter the flow of incoming movies a bit. What I mean by that is that someone who enjoys sci-fi and science fantasy doesn't *have* to see every high production values futuristic movie out there - especially since big budget often means a lot of cooks in the kitchen and in turn, a less cohesive world despite cool flashy visuals. Skip Prometheus and Elysium, and yay for Moon and Gattacca !
  • littleclaude
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    littleclaude quad damage
    Because it looks cool as feck.
  • Stinger88
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    Stinger88 polycounter
    As long as it looks functional i love pipes n shit.

    My biggest problem with sci fi art is in that characters all have to have glowy bits. I realise there a reason for it in games (..so you can distinguish the characters in low light etc) but in films...

    "make him tactical black"... but also put a red light across his face coz it looks badass, but he'd be very visible in a dark room... "shoot the red bit!"

    Robocop_2014_poster.jpg

    Anyhoo, i'll just refer to this awesomeness and say again. "I love pipes n shit"

    http://www.peperaart.com/
    doors_01.jpg
  • passerby
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    passerby polycounter lvl 12
    Also they way we design public buildings vs things for industrial or military use is much much different. Public spaces are meant to be aestically pleasing and built in a way to limit peoples access to the inner workings of the structure.

    Compare that to military or industrial use, and things are built for function, and built in a way to be quickly repaired.
    If anyone has ever been in a shipyard, warship or a oil rig they will see exactly what I mean. All of the inner workings are exposed like they are in sci fi stuff. Also warships are incredialbe complex machines as well as today's spaceships which include the same design principals.

    A good thing to see in sci fi design is people to take into consideration the different look of public/residential desgin vs industrial/military design.
  • pior
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    pior grand marshal polycounter
    Because it looks cool as feck.

    That's exactly my point - if the only selling point of a movie is to "look cool as feck", then of course the world building and believably are bound to be mediocre. Nothing new here ...
  • Stinger88
  • Jeremy-S
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    Jeremy-S polycounter lvl 11
    I've been looking into this (sort of). I haven't read all the posts here, but I'd like to get a couple things off my chest, as far as sci-fi design. I've noticed over the past 2-3 years, at least in hollywood, things have started to calm down, finally. Up until then, it was like a kid with a new toy, where they throw so much detail, and angles, and noise at everything, that I couldn't see the design. My eye just floated over the surface, and nothing made sense. But recently, things have been calming down. Not quite as much noise going on, still quite a bit, but not as much anymore. I like that.

    I've always hated noisy design. I like being able to see the alien, or room, or vehicle, or whatever it may be. I'm so glad to see thing relaxing, and becoming more visible, yet realistic. If that means the designs look like throwbacks to the 70's and 80's, then so be it.
  • dzibarik
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    dzibarik polycounter lvl 10
    thanks everybody, I haven't time for long answers these days even though there is a lot to write and answer here.

    First, 90% is just a figure of speech. I know such random numbers irritate people a lot and when you want to learn something on the internet you have to post something wrong and PEOPLE WILL CORRECT IT. That's the very thing happened in this thread.

    It didn't occur to me that maintenance should be carried out so the more things are exposed the better. It's obvious but I totally overlooked that. Also there are some good examples of art direction out there like Deus Ex: HR which very thought out, looks futuristic and yet plausible so it's not all that bad definitely.

    I personally grew up on Aliens. I saw that movie like 40+ times. So when I post my first sci-fi corridor it'll be as generic as it could get :D

    Thanks for all art links, my tumblr feed will grow a lot.
  • ErichWK
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    ErichWK polycounter lvl 12
    I wanna see more Roger Dean in games.

    tumblr_mivvnzzywy1rsykj4o1_500.jpg
    dean.jpg
  • dzibarik
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    dzibarik polycounter lvl 10
    a year and almost a half later I got the job in the industry and now I'm tasked with making sci-fi environments.

    Looking back I laugh at myself because what I do is really as generic as it gets and it takes a lot of effort (and art director's guidance) to make it look not like boring shit but somewhat fresh and pleasing to an eye. I'm yet to produce something good on my own without art director's input but I'm trying (may be I'll post something this week for everybody to critique, hehe).

    Still somehow the topic of this thread bothers me a lot. I overanalyze every sci-fi design I stuck upon and at first I'm dissapointed because people still use these random 45 degree angles while making panels and insets. But then I'm like "yeah, it looks familiar but WHY it also looks pleasing even though it combines tired old stuff"? And then I realize again and again that it's all about a shape. If you have an eye for a good shape, you're set. You can make every design work, no matter what elements you're using. And finding good fresh shapes - that's what really hard for me. 

    I've skimmed the thread for some inspiration and I found this piece to be the most inspiring for me - http://present-n-future.tumblr.com/image/67331717052 

    It doesn't use standard shapes that everybody associates with sci-fi but everything about it screams sci-fi. That's what I hope to achieve someday. 
  • Shrike
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    Shrike interpolator
    You really should have an concept artist to make those designs for you. Making good and plausible own designs takes
    many skills that go beyond the qualifications of a regular 3D artist and naturally you will have problems with that.
    Thats is fully the concept artists job, and it can not be expected that a 3D artist can make acceptable AAA sci-fi designs when concept artists have to learn this over many years. Most of the concept artists that make good stuff have very profound knowledge about architecture, history and or industrial design.

    Here is a great example of exeptional sci-fi design:

    Just look at the varied modern and older elements used. It is crazy but in realms of plausibility. Very futuristic and modern but grounded in today. You could write Year 2025 or Year 2500 on it.

    All the good sci-fi designs (such as Alien, Star wars or 2001 per example) are very close to reality. They use things that are mostly plausible, grounded ín human cultures and relatable, only secondly full of fancy shapes. Average or generic sci-fi designs such as Star trek or bunch of parts of mass effect use just crazy shapes and elements that have no function or base in reality.


    Humans would never build like that. It makes no sense. Same as humans will never use duocolored hologram interfaces in the future.







  • Cay
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    Cay polycounter lvl 5
    I know this thread is old, but I think I can add something to it.

    There's a very simple reason why 80s and other nostalgic stuff works so well:
    We are built to process information.. and doing so results in a pleasure response. Now the more we have to work on a piece of information, the further it gets down the neural passway, the more pleasure it generates. And it just so happens that information, that's related to emotions or related to something we know generates the best response. (atleast regarding visual information)
    Now that's probably not the whole story.. but yeah I can imagine it's generally easier to sell known designs and IPs.. than trying to invent something new and sell it to an audience.
    That's probably also why designs should be grounded in reality.

    @Dzibarik that room is not practical at all ^^
  • Deathstick
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    Deathstick polycounter lvl 7
    "Humans would never build like that. It makes no sense. Same as humans will never use duocolored hologram interfaces in the future."

    While I'm all for functionality in design to add a sense of believe-ability, I think you also have to be fair and acknowledge that a large part of architectural history is divided among different schools of thought and while form tends to follow function in a lot of modern architecture, and as especially seen in something like Bauhaus where it's all about pure functionality, there have also been periods such as Late Baroque and Art Nouveau where many of the forms can be argued to be purely for aesthetic and grandiose purposes. And then you have something like the favelas of Brazil that are just so organic and cluttered yet still amazing to look at. UI is also something that greatly changes from developer to developer, just look at the variety of websites and how operating systems keep changing from gradients to flat to busy to negative-space to messy floating tumbler-styled grids.

    I think probably the most interesting designs in fictional worlds are the ones that don't necessarily choose one particular style or the other, but have an organic combination of contrasting designs, adding to the feeling of it being a world with its own evolved history.

    Contrasting designs and different schools of thought are the spice of life :)
  • Blaisoid
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    Blaisoid polycounter lvl 7
    All the good sci-fi designs (such as Alien, Star wars or 2001 per example) are very close to reality. They use things that are mostly plausible, grounded ín human cultures and relatable, only secondly full of fancy shapes. Average or generic sci-fi designs such as Star trek or bunch of parts of mass effect use just crazy shapes and elements that have no function or base in reality.
    Well, what's actually plausible is arguable in most cases. Many of these 'plausible' designs work only if you don't ask too many questions. Their flaws are just less obvious.

    But that's fine cos SF isn't only about predicting what future will be like, it's also a form of fantasy.
    Which is why there's place for games with very realistic designs as well as games with strange impractical designs. At its roots sci-fi was full of grandiose visions that probably seemed ridiculous to many of contemporary people.
    But perhaps some wanted to believe in that strange magical future so badly that they would ignore the obvious issues with designs of supposed future technology.  
    And I think nothing really changed in that aspect, except that we've been fed with so many similar visions of future during last decade or two that they became really boring to look at.
  • ExcessiveZero
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    ExcessiveZero polycounter lvl 6
    Love the update DIZIBARIK its nice to read where you were at and how you are coming along now a year and a half later and I think you are right thats something I gained more from 2D study that it is all about finding the interesting shapes and how you use them.
  • Shrike
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    Shrike interpolator
    @Cay,  definitely. Things which we can relate to are more worthwhile and appealing to us. Thats what art is all about, appeal to what we as humans find aesthetical. But also not to forget that there were reason that things turned out as they are, usually practical reasons.

    @Deathstick this is clearly true too. But all those eras built upon a logical foundation and added their special touch and impressions. Also the more standout things like rococo are ornaments, and ornaments are an universal element. Other stuff like old japanese buildings have their shape because of how they are built. The big wood planks and thin walls etc. Star wars gave each race their own architecture. Tatooine was built out of clay. Ewoks built their houses in the trees out of wood. It makes sense in context of the environment. Also this approach is terrible underused. Everything is always metal.

    @Blaisoid
    Well im not sure. I think it partially strongly depends on the skill level of the artist. While high end artists often do very varied sci-fi designs,
    the starting artist pretty much do all the same edgy blocky sci-fi style from my experience. There seems to be this "default" sci-fi of which you eventually grow out of it (probably as you say, too many similar impressions leading to this), and I think those shapes and this simple visual language is easy to grasp for everyone, thus we see it naturally occur so often. Then the strong artist will find better designs while the majority will keep it as a basis, at least thats what I think is happening.

  • ysalex
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    ysalex interpolator
    Artists are taught, and I think logically just gravitate towards, thinking in terms of shape and composition. Most of the concept artists designing this stuff, a character for instance, are sketching shapes and silhouette in value.

    Listen to any gumroad tutorial on character design and concept, and you're going to head a LOT of "Okay so I'll put this up here to balance out this side and repeat the shape from his leg, maybe this is a filter or an energy pack. And then I'll remove this sharp edge here to help things flow, so maybe now this isn't metal, this is like a cape or something."

    There's nothing wrong with it in my opinion, thats just the reality of art vs. actual use. Its necessary, frankly, to help games (particularly) and film get their visual point across without having a character demonstrate how something works.

    ____

    Then you think about something like the big dog robot, which looks utterly alien with its skinny legs and top heavy sacks, and no neck or head. That design came about from necessity by engineering design - trial and error. Nobody was really going through the artistic qualities of its silhouette readability. And frankly, in a game, if you saw it from afar, it would look weird as could be and not immediately apparent  - if you showed it to an art director they would go "Where's its head?". No art director is really gonna listen to an artist go "Well some barely visible sensors and pin-hole cameras hidden mostly in the fabric dont necessitate a head...." Because the art directors job is to make sure that the viewer immediately understands what the thing is. Compare it to a hulking robot dog from a game, with easily readable cylinders along its spine like batteries or pistons with a camera for a head or something, coming at you from across the map, and its a much easier to understand form that a person automatically knows is a robot dog.

    To me anyways, my favorite artists and conceptors use examples from real life engineering to aid their designs, but keep it easy to read.

    _____

    The times where the design vs. function thing actually really does annoy me is when the 'futuristic' design obviously, obviously limits the functionality of something.

    Battlestar Galactica, for example, 'sci-fi'ed' up their tablet screen and books by cutting off the corner, which is incredibly stupid because it adds no functionality and actually decreases the objects useful space while making it harder and more bizarre to manufacture. 

    Or robots with exposed batteries.

    _____

    Frankly the future is going to look a lot more simple and minimal than how we live today. The trend is compacting things and stripping away mechanical parts, and augmented input methods. Fashion will always be trend based and unpredictable, engineering will always be need based, and architecture will be remain a function of material, volume, and style. 
  • McGreed
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    McGreed polycounter lvl 15
    I kinda noticed that from when I played FTB Minecraft, sure I could make clean walls in my storage rooms, which doesn't show the pipelines and such which sorts items, but I WANT to see them, it just looks more cool when you can see moving elements and bits and pieces. Just looking at a blank wall is just...boring.
    Also from a gameplay point of view, having certain things exposed also helps with gameplay elements such as finding weakness on enemies, or gas line pipes. Sure, smooth and clean areas, objects and such has it's place, but it's just not...fun imo.
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