Jazzman that is rad! It's actually sort of fascinating because you didn't learn originally in 2D, but to see your 3D skills translate over to that is really cool.
I might be misunderstanding you, but that looks like a side view of a 3D animation to me.
TheExAm on
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
Quick! I need feedback before my class tonight so I can put down some graphite powder. Which of these comps do you like best? Though, honestly I doubt anyone will even see it in time with all of these busy server messages.
edit: Damnit, Cakewikz! I saw that a while back and it is fucking awesome. I think the bottom left works best, but the top right does help the figure pop out more.
edit2: Although, the bottom left could use a bit more at the bottom, in front of the feet I think. I feel like it would balance it out more?
---
Working on a new character, the messenger. Basically inspired by that girl in City of Ember or maybe Wass's paperboy. I'm slowly getting happier with my character designs! I plan on giving her a "Yeah, right.. pffft" type expression.
TheExAmGerrymandered your districtsRegistered Userregular
edited June 2011
Cakemikz: I personally like number 4, but then again my last art teacher always told me I wasn't doing backgrounds right.
F87: Her arms look a bit short to me. If she stood straight, the tips of her fingers should reach to a point about halfway between the groin and the knees.
TheExAm on
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
Cake: 4 was also my favorite, but 3 was cool too. I'm sure whatever you ended up going with will look nice!
Chidona: What may help you is blocking off general areas where shadows are based on the shape of the skull first, instead of going in for the details from a vast blank space. Then, proceeding with shading won't seem like such a monumental task and you will be learning more about how your reference is put together. It looks good so far, though!
Chidona: What may help you is blocking off general areas where shadows are based on the shape of the skull first, instead of going in for the details from a vast blank space. Then, proceeding with shading won't seem like such a monumental task and you will be learning more about how your reference is put together. It looks good so far, though!
Thank you for the tip! =]
I tried that with my warm up sketch this morning (an orange), and it does help a lot! I'm applying it to the skull now, but it still seems like it's going to take a while.
Throwing in the towel on this one. I still managed to fuck up the face. Oh well, lesson learned. This does represent were I'm wanting to go style wise, though. One day, one day.
This is stellar, my friend. You should not feel so discouraged!
Mayday, I like your aliens alot, but they all feel like variants of the classical big head alien. I'm playing through mass effect, which has some interesting species in it, the variants of shapes and sizes is great. Maybe try approaching one race while also developing their planet and what their culture is like and you'll find more inspiration.
This is stellar, my friend. You should not feel so discouraged!
Thanks! I really liked how the ear and hair was turning out. I learned a lot from doing it.
Yes, those both look great - especially the kind of twist of her hair at the back. Really looks great. One thing I would suggest for the future is to soften the jawline more where it gets nearer to the ear.
Half a head down, light half to go! Not over the moon with some of it, but I think it's shaping up quite nicely, maybe?
chidona on
0
The_Glad_HatterOne Sly FoxUnderneath a Groovy HatRegistered Userregular
edited June 2011
CHidona, the skull is allright, but i think a small change of method would benefit your learning. Take a look at Cakemikz thread, he posted some work in progress shots of a model drawing. Notice how at every stage in his working the drawing already kinda looks finished. he progresses his entire work at the same time, instead of just "finishing the arm and moving on to the rest".
because starting somewere, finishing it and moving on, can sometimes lead to very warped colouring, lacking an overall plan (let's say you go a bit darker each time you work on it. What if the last thing you finish is next to the first thing you did).
CHidona, the skull is allright, but i think a small change of method would benefit your learning. Take a look at Cakemikz thread, he posted some work in progress shots of a model drawing. Notice how at every stage in his working the drawing already kinda looks finished. he progresses his entire work at the same time, instead of just "finishing the arm and moving on to the rest".
because starting somewere, finishing it and moving on, can sometimes lead to very warped colouring, lacking an overall plan (let's say you go a bit darker each time you work on it. What if the last thing you finish is next to the first thing you did).
Thanks for the reply =]!
So, you mean like 'blocking' the entire face before laying down details? I experimented with this today when drawing a banana for my warm up sketch, and it was helpful for keeping my values consistent. Will try that approach with the left side of the face - better late than never, I s'pose.
EDIT: @TDev - it's from a reference ( http://t-tiger.deviantart.com/art/Skull-reference-images-204853366 ). The perspective is really weird, which is why it's been taking me a long time - the skull is essentially facing upwards and the camera appears to be kinda low down; I've done the best I can though, and it's a good challenge!
Is that skull from a model of a skull or a reference photo? the proportions are really strange. I'm trying to imagine the person who had this skull. very small mouth and a giant cranium. you can see the sides of his temples from the front. poor guy.
Posts
I might be misunderstanding you, but that looks like a side view of a 3D animation to me.
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
I need to draw more.
Edit: Updated with the shading from today (also been drawing fruit and am naturally slow at these things - wonky perspective is due to camera).
Welp, I'm unobservant. I scoured that page looking for a 2D animation and totally missed it.
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
edit2: Although, the bottom left could use a bit more at the bottom, in front of the feet I think. I feel like it would balance it out more?
---
Working on a new character, the messenger. Basically inspired by that girl in City of Ember or maybe Wass's paperboy. I'm slowly getting happier with my character designs! I plan on giving her a "Yeah, right.. pffft" type expression.
What do you guys think of her so far?
F87: Her arms look a bit short to me. If she stood straight, the tips of her fingers should reach to a point about halfway between the groin and the knees.
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
Chidona: What may help you is blocking off general areas where shadows are based on the shape of the skull first, instead of going in for the details from a vast blank space. Then, proceeding with shading won't seem like such a monumental task and you will be learning more about how your reference is put together. It looks good so far, though!
facebook.com/LauraCatherwoodArt
Frank - I like the design but it doesn't really have a whole lot going on that screams 'messenger' right now.
http://youtu.be/AB2nrRCqnqk
Thank you for the tip! =]
I tried that with my warm up sketch this morning (an orange), and it does help a lot! I'm applying it to the skull now, but it still seems like it's going to take a while.
This is stellar, my friend. You should not feel so discouraged!
Sort of a Zhang Lu lookin' lady.
Update on my character:
Not sure how I could make her seem more like a messenger. I still want to finish her though.
Oh yeah, I used a certain favorite celebrity of mine for face-reference.
F87-What does she use for transportation? How does she carry herself towards her job? Up beat? Aloof? What is her personality? Body language.
In between my painting breaks. Wandering off.
Thanks! I really liked how the ear and hair was turning out. I learned a lot from doing it.
It's a fun little exercise to do.
It does this sort of thumbnail/silhouette drawing quickly and fluidly. Check it out if you need some shape inspiration.
I should download it again.
so heres a scribble doodle.
Yes, those both look great - especially the kind of twist of her hair at the back. Really looks great. One thing I would suggest for the future is to soften the jawline more where it gets nearer to the ear.
because starting somewere, finishing it and moving on, can sometimes lead to very warped colouring, lacking an overall plan (let's say you go a bit darker each time you work on it. What if the last thing you finish is next to the first thing you did).
Thanks for the reply =]!
So, you mean like 'blocking' the entire face before laying down details? I experimented with this today when drawing a banana for my warm up sketch, and it was helpful for keeping my values consistent. Will try that approach with the left side of the face - better late than never, I s'pose.
EDIT: @TDev - it's from a reference ( http://t-tiger.deviantart.com/art/Skull-reference-images-204853366 ). The perspective is really weird, which is why it's been taking me a long time - the skull is essentially facing upwards and the camera appears to be kinda low down; I've done the best I can though, and it's a good challenge!
I agree, sir!
Here's an interpretation of the albotas.com mascot I did for a contest that I've just realised I'm a day late for... bummer!
The Scoundrel & The Bastard
My Comics Thread