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how do I into muhsheen

- Sat, 16 May 2015 08:11:57 EST zW9F9Fu+ No.6694
File: 1431778317623.png -(1835384B / 1.75MB, 1077x1076) Thumbnail displayed, click image for full size. how do I into muhsheen
What's the component of (what I assume machine) engineering education that makes one machine-savvy?

I'm an upstart 3D artist and I view the huge popularity of organic and fantasy-themed work among amateurs as a result of people in general lacking technical education. We just don't know shit about how anything works, we don't recognize, interpret or memorize individual mechanisms etc. Picrelated is a good example, I have just the foggiest idea why that hatch looks the way it does and I'd never reproduce most of the detail it has (I'd do a mostly featureless "Apple" casing). If I had to flesh out the innards of some factory ruins I'd have to spend a day googling stuff before even getting an idea on how it's supposed to appear, let alone withstand any scrutiny.

Even mainstream fiction's partially dominated by fantasy (when you throw out all the non-fictitious settings), you can get away with shit, man made environment is hardly ever the focus (unless were talk glowing magical gems or swords). Sure it gets botched as well, but it's easier to brush off, since it's not supposed to be historically accurate and muh magic (boy, I sure wish Vikings had that excuse). Sci-fi on the other hand... it's pretty easy to ruin the enjoyment of something through sheer ignorance the author displays.

So, how do I educate myself (on the internet, for free)? I obviously don't need to learn much about materials or the math as I'll never attempt to build anything, but I want to make believable looking machines. Even for people who know their shit. I want to be confident I can deliver something nobody will cringe painfully at.
Beatrice Pingerbat - Mon, 18 May 2015 08:01:55 EST dRuzcKFh No.6696 Reply
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Well, there's this resource for authors who want to add some hard science to space stories.

I'll link some textbook resources and free learning online.

A good artist to study is Ron Cobb, he was a bit of a frustrated engineer and designed a lot of hardware for films like Star Wars, Alien, Aliens, Back To The Future, Conan The Barbarian, etc. He had the knack of making everything he painted look like something somebody would build.

Also, Eliot R. Brown, the guy who does all those Marvel Comics technical manuals.

Apart from that I just Google image search cross-sections, diagrams, schematics, blueprints, plans, and pore over them. After a while you start to get a feel for plausible retrotrash and kipple and greebles to stick on things.
James Cirringkit - Tue, 19 May 2015 09:05:59 EST cymD6AGd No.6699 Reply
Check out edX. Open courseware from top colleges and universities. I'm auditing a bunch of courses right now. Mostly science stuff.
Phyllis Niggerford - Thu, 28 May 2015 12:53:57 EST crpd18/b No.6701 Reply
Mechanical Engineering is mostly about the physical deign principles, yeah.
Molly Wammernane - Tue, 02 Jun 2015 16:06:49 EST uaN8rW3i No.6704 Reply
1433275609930.png -(2566861B / 2.45MB, 1920x1080) Thumbnail displayed, click image for full size.

for that hatch, it's the weak point in a vessel that has to withstand a lot of pressure. the spacecraft (?) is a giant balloon, and that hatch is like sewing a patch into it. maybe it' still has to work even if something dents the outside.

in my opinion, it's better to understand the concepts and extrapolate the details, rather than copying the details (which may not make sense out of context).


thanks for this post, I love those links
Oliver Copperway - Thu, 04 Jun 2015 21:43:25 EST JFQ3oC7N No.6705 Reply
I went to an engineering school, though my focus was more in the area of chemical engineering.

In any case, at some point, I decided I wanted more "machine-savy," which I took to mean understanding how things are actually assembled and function in the real world. In the end, I took a course in machining metal, on mills and lathes. It was at a trade school, and rather intense (3 hours per day for two semesters), but I think it gave me a perspective of these things which would be hard to get in other ways.

At one level, we were making things like threaded screws or teeth on gears. There is a lot of nuance to the design of these things, which doesn't come out unless one is designing or building them. At another level, the machines themselves (the mills, lathes, and others) had intricacies which had to be understood. Which gears to use, how to align belts or shafts, etc.

Short of going through a full course in manufacturing engineering to see all the methods by which things are made, I highly recommend the series of YouTube videos by Dan Gelbart. The man has a ton of patents, and is easily a multimillionaire from his inventions, but takes the time to sit down in an amazing shop (his personal, home shop, that would rival those in many universities or tech firms) and create detailed tutorials. If you go through the 18 videos, I guarantee you'll see the various manufactured objects around you in a different light.

For your viewing pleasure:

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