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The
bikes you see pictured on my website are the result of nearly twenty
years experience as a professional motorcycle designer and illustrator
for the biking press. But even as a child, I was always busy scribbling
bikes and cars, much to the dismay of my mother, who assured me that no
good could possibly come of it.
The
desire to draw bikes came through frustration. As a young teenager, I
desperately wanted a motorcycle, but age, money and disapproving
parents made that seem an unachievable dream. So I drew them, hundreds
of the things, in an attempt to satisfy that desire. The first ones
were, frankly, crap. They improved with time though, and any ignorance
of what filled that complex space under the fuel tank was gradually
understood by trawling through bike mags, or studying the machines the
older kids turned up to high-school on.
Of
course, most readers will never feel the need to draw a motorcycle in
their lives, but anyone who plans to modify their bike will find it
easier to try things out on paper first - its certainly quicker and
mistakes are considerably cheaper to rectify. A few readers may
consider developing a career in design, or simply fancy sketching bikes
as a cheap and creative pastime, but whatever the reason, you'll find
you learn a lot about motorcycles in the process. For all potential
scribblers, here are a few hints to help get started.
At
first, begin with a picture of an existing bike. The best way is to
photocopy an image from a magazine, enlarge it to the correct size, and
use this as an underlay. Work with slightly transparent paper -
"layout" paper is best, which is relatively cheap and has the right
amount of opacity to see through whilst allowing your drawing to remain
dominant. Tracing paper is too clear. Pads of layout paper, usually
sold in blocks of around eighty sheets, are available at most art
stores. It's best not to go too large on size. The smaller the page,
the less detail you'll need to draw, and the less paper you need to
cover. Too small though, and it can get fiddly, so I find A-3 size (420
x 297mm) ideal.
Use
a medium pencil (mine is a humble HB), which is soft enough to allow
shading, but which can be erased without smudging. Keep that erasor
clean too, by rubbing off the excess graphite onto a piece of textured
paper, or even the carpet, otherwise you'll smear more onto the page
than you erase. As you gain confidence, you'll find a dark, coloured
pencil gives more depth and feeling, and markers can be used to block
in solid colours on rough sketches. Neither of these can be erased,
though, so the trusty pencil is still the best starting point unless
you have an unlimited supply of paper. And patience.
In
terms of design, start by keeping the areas you like, then try
modifying those you don't. Any sketches you like can be used as an
underlay for further development.
There
are an awful lot of parts on a bike, and it's easy to get bogged down
with detail, so concentrate on the major areas of bodywork like the
tank, seat and any fairings. Over time, you will develop a good feeling
for styling by copying aspects of the best designs, and modifying them,
but ultimately those origins should not be recogniseable.
If
starting afresh, without an underlay, get the general proportions right
first. Experiment with the wheel size, wheelbase and larger visual
areas like the cylinders, engine casings and major body parts, and try
to make them look like they belong together. Lines and features in one
area can be picked up in another, or parts can be made to interlock,
like pieces of a jigsaw (as those intake trumpets on a V-Max are used
to merge both tank and carbs). Large, flat sections of bodywork can be
broken up into more interesting shapes by adding body lines, air
intakes/outlets and material or colour splits. Each feature has to work
with all the others though, so try to maintain a similar feeling to the
forms and the general direction of line. And keep the styling simple.
The more flamboyant you make something, the more you will hate it in
years to come.
Motorcycles
being virtually two-dimensional, most designs can be understood when
seen only in profile. This is very fortunate, as bikes are notoriously
complicated to draw in perspective. When drawn from three-quarter
angle, all those circles become ellipses, and the angle of each ellipse
changes slightly from front to rear. Perspective laws come into play
too, a subject many people, including some professionals, find
difficult to grasp. And don't even think about turning the front wheel
until you've had a bit of practice - the headstock angle changes the
wheel's perspective drastically, and it requires a mind like Einstein's
to figure out where it goes.
The
only time three-quarter views are really necessary is when there is a
lot of bodywork, as with fully-faired bikes, or if the "face" is an
important feature, with complex headlamp shapes.
If
you really must draw in perspective, again choose a good photo with
sufficiently high definition and work directly from it - that way, the
ellipses and perspective are already sorted out and can be traced off.
If you want to experiment with different details, like that headlamp
region, then just draw the area in question which will save a lot of
work.
For
the rest of the time, take my advice and stick to side-views. In
profile, most mechanical parts can be drawn with the aid of a ruler and
compass. Curvaceous body lines are best sketched initially by hand,
then corrected using a template such as "French curves" which are
available at many stationers, or preferably with "faster" and less
baroque templates known as "sweeps". For these you will need to find a
more professional supplier. Likewise, ellipse templates exist in a
variety of sizes and angles, but these are not cheap and require a
basic understanding of perspective principles. If you keep to
side-views, you won't need them.
Once
you're happy with the design, the next step is to try a more polished
sketch. Look through the bike magazines for "artist's impressions" or
design sketches, and note the techniques used by different
illustrators. Don't be ashamed to copy at the beginning - after some
practice you will start to develop your own style.
Coloured
markers are used to fill in block areas for the main colour and any
shadows. Layout paper will handle this reasonably well, although some
do bleed through to the page beneath, so beware if your underlay is
precious. For higher standards of rendering a better paper will be
required, such as "Marker paper", which has a bleed-proof coating. This
is less transparent, although you can still just about trace through
from an underlay. Always keep the work surface clean, and rest on a
sheet of scrap paper to avoid getting dirt or grease on the sketch.
To
give the effect of shine you will need to gradate the colour in some
areas, and there are several solutions for this. Pastel was the
traditional method, being available in chalk-like sticks, which can be
applied to the paper via a tissue or cotton wool. It is extremely messy
though, and there is a limit to the depth of colour which can be
achieved, although various spay fixatives exist which allow multiple
applications. To restrict the spread of pastel powder to the desired
area, it is best to use masking film, a transparent self-adhesive sheet
applied to the paper and cut with a scalpel to the exact shape
required. This is a tricky and time-consuming business beyond the level
of this introduction, as is airbrush, which is far preferable to pastel
if you're taking the trouble to cut masks. Masking film will also
destroy the surface of layout paper. Marker paper will just about take
it, if removed with extreme care, or there are various specialist
papers available for that purpose, but not all these like marker.At the
opposite end of the scale to airbrush, there's always the coloured
pencil, which is a cheap and simple way to gradate tones, although the
final effect is clearly limited.
Let
shadows show the bike's contours, which even in side view can give a
feeling of width, responding to the depth of shadow drawn. If a shadow
falls on a flat surface, it will be straight - if it falls on a curved
surface, then the shadow will bend. Likewise, reflections and
highlights can help emphasize the forms, although try to keep these
fairly simple or they can overpower the picture. Beware of over-clever
backgrounds too which can take a disproportionate amount of time and
actually detract from the bike you're trying to show. Light use of
reflecting colours, typically blue from the sky and beige from the
ground (or "desertscape" as it is known) can also help show whether
surfaces are facing upward or downward, depending on which colour is
reflected. This is especially useful for illustrating white, silver and
chrome where there is little or no inherent hue.
An
alternative method of sketching is to start with coloured paper. This
is taken as the base tone for the bodywork, and then darkened or
highlighted as required. Photo-realism is not the aim with this method,
but the overall effect can be very pleasing. The paper's opacity will
be 100%, so underlays can't be used directly, but designs can be
developed on regular paper and transferred over for the final rendering
using erasable carbon paper. This technique was very popular with car
stylists during the fifties and sixties.
But
whatever method is used, it is vital to be consistent with any
principle you apply, otherwise it will confuse the viewer. The
illustrator is an illusionist, creating the impression that you are
looking, not at a piece of paper with some lines and colour, but a real
object. Every method used must help create this illusion. For example,
light must come from the same source, so shadows must always fall in
the same direction. It's just basic logic.
To
finish off a rendering, and give a little sparkle to the picture,
highlights can be applied using a soft white pencil and/or paint.
Again, don't overdo it, or it will look like a scene from The Birds.
Of
course, all the above can now be done on the computer, using 2-D
graphics programs like Photoshop, Micrographx or Corel Draw. There are
many advantages to this, not least the ability to press "undo" if you
really mess up. Photos can be scanned in and reworked with amazingly
high levels of realism, although drawing on a graphics pad to move a
cursor on the screen is like operating a machine by remote control.
College students seem to manage fine, but when you've been drawing by
hand for thirty years, it's not so easy to adapt. Tactile screens are
starting to hit the market, but for recreational purposes these are
prohibitively expensive. Computers do, however, save a fortune in art
materials.
Drawing
principles on the computer are virtually identical to the manual
approach, with most materials being reproduced electronically and
masking used to create parameters for specific areas. Images of real
components can be interspersed with computer-drawn parts, athough to be
done properly, this is not as straightforward as it may seem. All
photos used to create any one picture must have a similar light source,
contrast and colour bias, or be modified to do so in order to continue
the illusion. That takes time, and a good image produced in this way is
no faster than using the manual approach.
In
my own case, the "artist's impressions", which appear in the biking
press from time to time, are still produced mostly by hand. Each
picture takes around 3-4 days, and uses various materials including
pencil, marker, biro, airbrush and gouache. Lately, I've found the best
results are achieved by enhancing the artwork on the computer, which
permits colour experimentation, plus quick and easy application of
graphics, such as lettering, which by hand is extremely demanding and
time consuming. Some nice effects are possible too, such as texturing
which can reproduce carbon-fibre, aluminium mesh, and many other
surfaces.
Drawing
ability and design sense take time to acquire, but don't be put off.
They can both be developed without formal training, although if you're
thinking of taking up the subject professionally, there are specialist
transport design courses available at a few select colleges around the
world.
But
either way, don't let inexperience put you off. Talent doesn't really
exist. There may be a modicum of aptitude involved, but for the most
part, ability is 10% inspiration and 90% perspiration, as one wise
person once observed. That goes for sports champions, musicians or
artists. The only important thing is drive - if you have that, the rest
will follow naturally.
(Glynn Kerr, March 2001)
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