@Dennis Ah, yeah, you're right -- it looks like I did misread you there. I had a feeling you might have been hinting at what you clarified, but I felt my point should be made anyway (just in case someone reading this was/is going down the path I had been before I started learning art seriously). I wasted a lot of time that could have been spent learning the construction of various things and building up a mental encyclopedia of things to reference that I could use in any design -- regardless of how that design is eventually rendered -- which would have made the 'designing' process you mentioned much easier for me in the long-run.
That free-form method of 'designing' is wonderful for coming up with new ideas in my experience, and it really isn't talked-about enough. But time spent learning how to construct and render many different things makes this process much easier (thus the reason why I focused so hard on emphasizing the importance rendering!)
I could never knock the prototyping/mutating phase as the first step in a polished design -- but that 'polish' generally needs to be there at some point if your design is meant to define an end product -- especially if you're not the one executing the 'product' of that design. That is really my only 'bias' in the issue of 'full-rendering to convey a design' versus 'using a 2D stickfigure with a coherent description of what it is/does to convey a design' that you mentioned. It always comes down to function -- is the design there to function as a general *reminder* for you, or is it there to function as a specific *definition* for someone else (i.e. in terms of style/colors/detail-level/etc)? The level of polish/rendering of the idea that is needed to call that idea a 'design' can vary greatly depending on the design's ultimate purpose in relation to the end product. Until that 'idea' is fleshed-out/rendered/etc. to an acceptable level for its use, it is still in the idea/prototyping phase and probably should be regarded as a set of 'ideas' rather than an overall 'design'. These terms really shouldn't be used interchangeably.
Really, my main point here is that I feel it's important to make the distinction between what part of the process is the 'idea-phase', what constitutes those collection of ideas as a 'design', and at what point does the 'design' become the end 'product'.
My reason to make this distinction is that you can work on something for 20 years and never accomplish a satisfying 'design' if you don't have the criteria to make this distinction. This applies to more than just art. If you have the slightest hint at perfectionist tendencies, making your criteria earlier as to what each phase of "done" means, gives you an edge over others who can't/don't make this distinction. This will not only make you a better artist, but a better businessman as well -- (whether or not any of that is what you're going for. ^_^;) -- because it will make you more efficient since it opens your eyes to what's truly important in your end product -- even when, at the time, the end 'product' is the 'design' itself!
Just food for thought to anyone who's interested...
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@AmorphousI just want to first address the point about my highlights not adding form to the image because of it being difficult for you 'to tell what portions are higher than others' -- I agree that it didn't add as much depth as it could have -- but I also wanted to avoid modifying the image as much as possible so that I could give the OP an idea of how to improve the cylindrical form he said he was going for. I didn't add any further colors or greatly modify the ones he had -- this was simply a quick edit for clarity, not for showing off my skill to make forms. Your shiny highlights were a good touch on your mech, but I took it as a head-on view of a helmet/visor (thinking along the lines of Super Metroid or oldschool Transformers/Robocop) and I spent very little time/effort on making it 3d and giving it that extra flair. For the straight-on viewpoint and time it took me however, I think I did pretty good in adding some preliminary depth without changing the image too much.
As for your other issue regarding 'experimenting till it looks right' as being a bad way of learning -- I learned exactly the way you did at first. I'm not condemning it -- I'm just saying there's a better way.
I apologize if the way I put it is offensive, or if I came across as condescending or something. I really just feel that learning how to construct and render things at first is a better use of time when you're just starting to grasp art in general, because it gives you a mental database of references you can use at any time, no matter what style of rendering you use (pixels or otherwise). The 'experimenting' I'm saying is 'bad' is just tossing around the same old symbolic representations of what you *think* something looks like (or should look like) and then looking at it to try to understand why that isn't 'right' -- without any outside reference or study (most times, this is out of laziness). If you're not doing that, and you've *got* references you're studying closely (and *not* just trying to mimic them), then you are definitely learning.
The OP's issue with the cylindrical shape and its lighting came from trying to mimic a reference he did not understand, that was too different from what he was going for (and of which I'm still unsure of what he was going for with the cylindrical thing -- your edit is probably closer than mine as to his intention), and this caused him issues because he didn't understand the underlying principles of light or materials enough to render them in the style he was trying to achieve, that he found vaguely in the reference he chose. Had he studied multiple references of this style of metallic rendering (and 'experimented' with pixels while doing so), he would have become a bit more keen about how to render metallic things in pixels. Unfortunately, with this method alone, the issue still remains that it might still be a bit difficult to translate this pixel skill, to HD for example, without first understanding why each pixel goes where it does, and just what that dot or cluster means if it were able to be represented at an infinite resolution. If he doesn't understand why I used the columns of light, for example, to render a metallic cylindrical form with an upper-left light-source, all the colors and resolution in the world wont help him to light a rounded metal form coming off that column with those colors if he has no reference -- making it a very difficult task to come up with stuff from his imagination (like his original image) and render it.
Throughout the course of writing this, I feel like I've been able to gather my thoughts in an effort to formulate my words a bit better.
So, in summary, this is how I see it:
As said before, I don't condemn the act of experimentation without a definite purpose, nor do I consider it a hindrance to growth -- I only feel that studying the underlying construction of things (while experimenting with them or their construction) in an effort to help yourself to develop a mental encyclopedia of rendering methods and construction references that work for you (again, at the same time as your experimentation) is a more efficient way to learn art (pixel or otherwise) while at the same time toying around with it without any definite purpose. Purposefully studying how to construct and render things will help you achieve this encyclopedia of construction and reference more quickly, and gives you some extra toys to play with and combine when you're experimenting -- helping you to learn underlying rules and masterful tricks exponentially faster.
Hopefully you'll feel we see eye-to-eye now. In my opinion, it doesn't seem our values are really that different, but I guess I just put things oddly sometimes. For that, I apologize. I sometimes don't see how other people will take what I'm saying, so I have an unusually difficult time formulating my words properly. Hopefully this clears it up a bit though.

So just for lolz --
