Hello and Welcome to the third and final installment of the drawing guns series with Titus Simirica.

In this tutorial Titus takes you through polishing the refined silhouette from part 2 and the steps taken to finish off the concept.

Below are some screen stills from the tutorial.

- Creating a logo with a simple shape, eraser tool, and text

 - Adding highlights to round out shapes

 - Adding that touch of color to ensure it’s not a grayscale image

- The Final Concept Piece by Titus Simirica

Thanks for watching and if you have any comments or questions, leave them in the section below!

Drawing Guns Series<<

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Discussion

16 Responses to “Drawing Guns Part 3: Final Concept”
  1. Posts: 1

    Awesome! Reminds me of Portal somehow.

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    1
    May 10, 2012 at 1:24 am
  2. Beven
    Posts: 1

    hey Titus

    do you mind if i use your concept to make a 3-d model

    this will only be as a modeling exercise

    i will post the model to attempt to receive critiques lolz

    i will give you the proper credit and everything

    thanks

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    2
    May 10, 2012 at 5:33 am
  3. Posts: 2

    First? no way. This is awesome thanks Titus!

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    3
    May 10, 2012 at 7:05 am
  4. ToniHorvat
    Posts: 2

    Heh,excellent tutorial Mr.Simirica, too bad it’s speed up,because I have a problem tracking down every move you make.While on 1.part I was able to
    keep up with it because it was in real time and got this picture http://www.bug.hr/_cache/3481d646f62cf516b7a0091dbd577d31.jpg?rand=937653952 , on the second one it’s was little harder but I think I made it http://www.bug.hr/_cache/96cf08aca16196f9c488e994ad4a8cdc.jpg?rand=802464382 , third one was way too complicated for beginners and to make it harder it was accelerated so my end result was this http://www.bug.hr/_cache/5e94c7ee9b9a85bd509f1ac5360a8a33.jpg?rand=376539207
    I would love to see real time video of last part.I apologize for my annoyance,and for being direct.Thank you

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    4
    May 10, 2012 at 7:39 am
  5. Posts: 101

    I loved this series and hope you get the time/permission to make more tutorials for Concept Cookie. I have an idea for a sword design and thought of in the corner having a silhouette showing possible moves for it. I’m curious on your thoughts of something like that for a weapon design. My thinking is it could generate some ideas for the animator. The design would be for personal work, but I was thinking if it was in a portfolio that someone reviewing it might see I’m thinking of the pipeline and not just worried about making “sexy” art. I hope that wasn’t too long winded and was understandable.

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    5
    May 11, 2012 at 8:51 am
    • Posts: 25

      What do you mean by “showing possible moves for it”? Is this sword mechanical and has its own animations? Or are you trying to show the animator how you think the character would wield and use the sword?

      If the latter, I would not worry about that so much unless specified by the Art Director or the Animator himself/herself. But it wouldn’t hurt to have a little doodle to pitch just in case it could spark an idea, I do it all the time.

      If it’s to show the animation of the sword itself then I would definitely try and get a drawing in there. But it all depends on getting used to what your Art Director expects of you so your judgements are in line with theirs.

      For portfolio reasons, I’d definitely put those in 100% if you have the idea! Like you said, it shows you know a little more about just the aesthetics of a weapon and that you have knowledge on other elements to make your concepts believable, rich and new.

      In short… It all really depends… It can show you’re wasting time to some or it can show you’re creative to others. But I personally don’t think a little quick doodle would hurt.

      I’m glad you enjoyed!

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      5.1
      May 11, 2012 at 9:44 pm
  6. windex
    Posts: 1

    Question: Do you think in general, people you are pitching your work to, notice and appreciate a good idea and see its true potential? or do you always have to present finished polished work?
    Not as a concept artist, but as someone who is trying to pitch a movie or video game.

    Thanks

    p.s. LOVE ur stuff btw.

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    6
    May 11, 2012 at 12:18 pm
    • Posts: 25

      When starting a new gig at a VG company or Movie company it will take a little to gauge what is expected of you (in terms of quality vs time) and soon you will find ways to optimize work flow for the design team. I don’t think Art Directors or Leads are in need of an explanation however. They’ve been in the industry for 6+ years and have seen, used or created concept art and are artistically inclined. Sometimes they can provide ideas that you might have not thought of!

      Hope that makes sense!

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      6.1
      May 11, 2012 at 9:51 pm
  7. Posts: 4

    Thanks for the cool videos. Do you think you could get same gun concept result with a mouse? Is there a rough time limit you would recommend artists set when working on these sort of concepts?

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    7
    May 31, 2012 at 4:00 pm
    • Posts: 25

      I very much do believe you could pull off a concept like this with a mouse (I’ve seen some awesome people that use the mouse to make character illustrations). Mainly because everything is hard edged. You could get the same texture result by using the polygonal lasso tool for accuracy and then painting (clicking) a texture brush over it. All that would change is the technique really.

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      7.1
      Jun 1, 2012 at 12:13 am
    • Posts: 25

      To your second part. For someone that is learning, I would say as long as it takes until you are satisfied. Examine each corner of the gun (or art piece you’re creating), do you think there’s something to be changed? Change it. You may like it more or you may hate it. I believe the good designers are people that have tried many designs and have had their fair share of failures and successes.

      If you’re more experienced and/or a professional in the field. I believe that the same applies and in addition may have to work for a deadline. In my professional experience, I’ve had deadlines that ranged from doing a full character front and back from silhouettes to final rendered color in less than a work day to sometimes a week. But I’m definitely nothing compared to some of harder hitting concept artists (Ian McCaig, Dylan Cole, Kekai Kotaki) who’s talents makes them very quick and precise with their craft.

      I know I haven’t really answered your question. But it all depends really… To start off, I’d say spend 10 hours in total.

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      7.2
      Jun 1, 2012 at 12:38 am
  8. Posts: 1

    Great tutorial i really enjoyed it. I got some interesting results on my 4 and 5th try. my first few where sad failures. but i eventual got some thing good(i think) considering i was using a ball mouse. I watched this hoping to gain a little knowledge but i learned much more. thank you for the great tutorial ill try to post my results asap please tell me where i went wrong and how to improve.
    i had to use photo shop 2.0(lol) so its not to good

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    8
    Aug 31, 2012 at 8:46 pm

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