Agree with MufasaJoe about the eagle. If you decide work on the concept more, definately do a more 'epic' and stronger pose for Colbert. And add some other iconic cliche US symbols in the backgground.
Man, that hand holding the flag looks freaking awesome.
Been a little over a month sionce i worked on this painting.
The update is on the right.
I updated it by making the sky a little more realistic, with a gradual gradient, rather than a highly saturated yellow. Plus i added more 'earthly' colours and more sunset tones to the rocks and sands.
Not so sure how I feel about these at the moment...
The idea is that after an adventurer kills a dragon, they might make these with its remains. These items would be in sort of a classic high fantasy setting, for a lawful good character (at least how I see it).
Any protips on making the scales look better? And the little red blobs on the weapons are supposed to be vials of dragon blood. (Which they do not look like atm, clearly.) HEELP?
Been a little over a month sionce i worked on this painting.
The update is on the right.
I updated it by making the sky a little more realistic, with a gradual gradient, rather than a highly saturated yellow. Plus i added more 'earthly' colours and more sunset tones to the rocks and sands.
Does it not bother you that in the previous doodle thread, people pointed out all these major things that were holding this back from ever looking right (such as for example, why on earth is the ocean that colour). I see with a lot of your stuff, your response to criticism is ''wow, great crits, i'll get on it!'' and then you just put more detail into exactly what you had before.
It's kind of like. I'm an animator so I'll talk about it in those terms. It's kind of like you keep making animations with the wrong poses and timing, but regardless of what crits you get, you just keep trying to make the spacing better and add noise and secondary motion to the characters. Or like, in 3D sculpting, it's like you don't really pay any attention to your lowest subdivision mesh, and you go strait to 8 million polys and you're worrying about doing all the creases and wrinkles when the overall shape of the sculpt is preventing it from looking good/right.
I'm really hating how much more saturated everything is becoming after I transfer it over from my tablet. Anyone have any suggestions on how I might deal with this?
Wait, transferring from your tablet? o_O
In any case, I know photoshop has a selection of pre-determined swatches to choose from - I don't just mean the default swatches, look in the menu for the other colour selections, things like the Pantone* colours. You can use these presets to check what a particular colour looks like on one screen, then use the same setting on whatever it is that you're drawing on.
*These are also notable for not using the typical method of mixing CMYK inks to get the desired colour, but instead are sold premixed, so you can be certain what colour will come out, no matter which printer you are using. You probably don't need to know this though...
Yeah I was fortunate enough to go 50/50 on a Wacom Cintiq12WX for my birthday, and everything I do on it looks so much better (color-wise) than my regular monitor. But, that's a good idea with the checking back and forth between screens before I start. Maybe I'll even just start using my tablet for inking and then switch back to the monitor for the coloring.
I also checked help/advice it was suggested to someone with a similar problem that they get a Pantone HueyPro, so maybe I'll do that as well. It'll hopefully get both my screens on the same page.
nanaki,
I suspect it is because your monitor and your wacom have different color values--I would play with the physical settings on your LCD until it looks closer to your wacom, but be prepared to be disappointed--it may simply not be high enough quality to ever look as good as the wacom! (Sorry!)
When he first puts his hand in, the pocket bulges after a large unexplained delay at the bottom, but then it bulges up to the top without any other movement happening which looks weird. The shape and position of the arms is slightly confusing, at points the elbow joint seems to flip and it's quite sporadically spaced in it's motions. I feel like since you aren't worrying about the rest of the body, you're not really concentrating on how the actual body mechanics of it are working. Did you use any reference for this?
The spacing on 15, 16, 17 (where his hand gets massive for a single frame to indicate it's closer to the camera or whatnot. You're really not selling this b/c the 1 frame with a giant hand isn't supported by the surrounding frames. You jump into the effect so abruptly that most people's eyes will register it as a strange motion blur. If you look at frame jump between 16 and 17, his hand goes from 'fingers all in an arc, no thumb' to 'arm/hand is now perfectly strait, at a completely different angle, with all the fingers in a new position'. It's impossible to sell that motion over 1 frame and having that tiny 1 frame bounce afterwards isn't really helping.
You have a similar issue at the beginning, the hand goes from well outside the pocket, to inside (with no bulge, beginning the pocket inconsistencies). And note at this point, where is the shoulder? flip between frames 2 and 3 (im calling the first frame 0). Think about where the shoulder is on each of those frames and you'll understand why it feels so weird. Then frame 4 and the shoulder has gone strait back again and NOW we get a bulge but our eyes have no reason for why there's a bulge now and there wasn't before.
If you watch how you're selling the idea of the rummaging (forgetting about the bulging b/c I would say the inconstancy is stopping it from saying much at all), it's pretty much all being done via the position of the forearm and bicep. But you're not getting the impression that the arm is being moving around exploring the pocket, it's more like it's being thrown side to side by the shoulder, b/c the arm is staying strait for that whole period of time (around 8 frames).
That's all I'll write for now, ppl prob don't want an essay every time they post a gif.
Does it not bother you that in the previous doodle thread, people pointed out all these major things that were holding this back from ever looking right (such as for example, why on earth is the ocean that colour). I see with a lot of your stuff, your response to criticism is ''wow, great crits, i'll get on it!'' and then you just put more detail into exactly what you had before..
I plan to keep the ocean green. I will add highlights and reflection colour tones from the sky, but the majority of it will remain that green colour. Right or wrong, its a choice that i've been pretty set on since starting this painting.
Not so sure how I feel about these at the moment...
The idea is that after an adventurer kills a dragon, they might make these with its remains. These items would be in sort of a classic high fantasy setting, for a lawful good character (at least how I see it).
Any protips on making the scales look better? And the little red blobs on the weapons are supposed to be vials of dragon blood. (Which they do not look like atm, clearly.) HEELP?
winter_combat_knight on
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jpegODIE, YOUR FACEScenic Illinois FlatlandsRegistered Userregular
edited October 2010
this was difficult. super boring but I wanted to try not using lines for once
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so I just type in this box and it goes on the screen?
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MustangArbiter of Unpopular OpinionsRegistered Userregular
edited October 2010
It's pretty good J, the only thing is there is a kink in his arm just below the t-shirt line (on the left hand side) that makes it look like his elbow. Which wouldn't be a problem except that it would give him ridiculously long forearms.
Hahaha, wakk I appreciate the extreme reaction, I was aiming for cuter than shit. D-robe, maybe I'll tweak the eyes, I have a weird love for flat, lightless pupils. I probably need to get over it, it creeps people out. But I mean, I'm pretty sure puppies can steal souls with cuteness.
Sublimus, the tang on that blade made me instantly think "master sword." I'm not sure if that's a bad thing, but I think that it is. Try something else.
Wakk she's adorable, but I think we need more background than "I have a new internet friend"
Iruka. Ugh. If that were a plushie, I would buy it in a heatbeat. Submit that to...what the hell's that site that makes toys? Do it so I can buy it.
Posts
hahaha, yeah, I know
I had a cartoon face lying around and just pasted it there because I didn't feel like drawing a head
his waist is pretty low?
The type is just a place holder, but I like the word PANIC! which I think Ill keep.
is it clear enough?
EDIT: Woah that's big.
You make everyone else who has ever arted look bad.
(no offense to the other arters)
Don't feel bad, though. You're...up there.
(HAPPYFACE)
P.S. That rules.
Man, that hand holding the flag looks freaking awesome.
thoughts?
The update is on the right.
I updated it by making the sky a little more realistic, with a gradual gradient, rather than a highly saturated yellow. Plus i added more 'earthly' colours and more sunset tones to the rocks and sands.
The idea is that after an adventurer kills a dragon, they might make these with its remains. These items would be in sort of a classic high fantasy setting, for a lawful good character (at least how I see it).
Any protips on making the scales look better? And the little red blobs on the weapons are supposed to be vials of dragon blood. (Which they do not look like atm, clearly.) HEELP?
Does it not bother you that in the previous doodle thread, people pointed out all these major things that were holding this back from ever looking right (such as for example, why on earth is the ocean that colour). I see with a lot of your stuff, your response to criticism is ''wow, great crits, i'll get on it!'' and then you just put more detail into exactly what you had before.
It's kind of like. I'm an animator so I'll talk about it in those terms. It's kind of like you keep making animations with the wrong poses and timing, but regardless of what crits you get, you just keep trying to make the spacing better and add noise and secondary motion to the characters. Or like, in 3D sculpting, it's like you don't really pay any attention to your lowest subdivision mesh, and you go strait to 8 million polys and you're worrying about doing all the creases and wrinkles when the overall shape of the sculpt is preventing it from looking good/right.
nanaki,
I suspect it is because your monitor and your wacom have different color values--I would play with the physical settings on your LCD until it looks closer to your wacom, but be prepared to be disappointed--it may simply not be high enough quality to ever look as good as the wacom! (Sorry!)
When he first puts his hand in, the pocket bulges after a large unexplained delay at the bottom, but then it bulges up to the top without any other movement happening which looks weird. The shape and position of the arms is slightly confusing, at points the elbow joint seems to flip and it's quite sporadically spaced in it's motions. I feel like since you aren't worrying about the rest of the body, you're not really concentrating on how the actual body mechanics of it are working. Did you use any reference for this?
The spacing on 15, 16, 17 (where his hand gets massive for a single frame to indicate it's closer to the camera or whatnot. You're really not selling this b/c the 1 frame with a giant hand isn't supported by the surrounding frames. You jump into the effect so abruptly that most people's eyes will register it as a strange motion blur. If you look at frame jump between 16 and 17, his hand goes from 'fingers all in an arc, no thumb' to 'arm/hand is now perfectly strait, at a completely different angle, with all the fingers in a new position'. It's impossible to sell that motion over 1 frame and having that tiny 1 frame bounce afterwards isn't really helping.
You have a similar issue at the beginning, the hand goes from well outside the pocket, to inside (with no bulge, beginning the pocket inconsistencies). And note at this point, where is the shoulder? flip between frames 2 and 3 (im calling the first frame 0). Think about where the shoulder is on each of those frames and you'll understand why it feels so weird. Then frame 4 and the shoulder has gone strait back again and NOW we get a bulge but our eyes have no reason for why there's a bulge now and there wasn't before.
If you watch how you're selling the idea of the rummaging (forgetting about the bulging b/c I would say the inconstancy is stopping it from saying much at all), it's pretty much all being done via the position of the forearm and bicep. But you're not getting the impression that the arm is being moving around exploring the pocket, it's more like it's being thrown side to side by the shoulder, b/c the arm is staying strait for that whole period of time (around 8 frames).
That's all I'll write for now, ppl prob don't want an essay every time they post a gif.
I plan to keep the ocean green. I will add highlights and reflection colour tones from the sky, but the majority of it will remain that green colour. Right or wrong, its a choice that i've been pretty set on since starting this painting.
BOTP
Still working on the gray variation and I have to color the cat.
I can't look at that and not imagine it animating, with the features of his face sort of subtly flopping and bouncing around as he moves.
Twitter
Other than that, totally adorable.
Animating this guy may be something I do.
That's not really saying a lot.
I also have a new internet friend!
'
mully, I don't think her boobs are nearly rude enough
I just wanted to draw something cute
Wakk she's adorable, but I think we need more background than "I have a new internet friend"
Iruka. Ugh. If that were a plushie, I would buy it in a heatbeat. Submit that to...what the hell's that site that makes toys? Do it so I can buy it.
Maybe it's cute little girl + "internet friend" + guy who typically draws really hot girls
I dunno, I thought it looked super adorable.
I am trying to post stuff just to make myself draw more
Poor timing.