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I really really like it and i'm not much of an artist myself, but as a viewer, is it me or does his right forearm look wrong compared to his left? It's too wide just after the elbow and at the wrist. I might be wrong, just something that stuck out.
Johannen on
0
NakedZerglingA more apocalyptic post apocalypse Portland OregonRegistered Userregular
edited April 2007
wow, tight inks.
is that photoshop freehand? if so you have a steady hand.
I really like this image. My only critiques would be to keep the shoulder smaller as you did before. I think it helps define dimension to the semi-3/4 turn you have in the upper torso, and add to the posture of the figure. Also, I agree with the foot, and I think the critique needs to travel up into the ankle, as well. A slightly thicker ankle, a larger foot, and bringing the heel further down than its partnered heel, will help to bring that foot forward. That combined with the shoulder, will make a more dynamic, static pose. (contradiction, anyone?)
At least, that's my opinion.
sketchartist04 on
Hey, look! It's Public Broadcasting, we're going to learn something!
@ROLO: Don't know, I kinda like it with these lines. Maybe I'll change them later when I start coloring.;-)
@JOHANNEN: His right forearm is loose while the one on the left is contracted so the forearm part of the jacket will be less wide.
@NakedZergling: You bet! Been practicing for a few years and I'm getting a bit better at it: Sketching, Pencilling, Inking and Coloring all done freehanded with Photoshop! :P
@sketchartist04: Yeah, I see what you mean. The foot will be worked on but the shoulder I'm still not sure and but it's noted. Thanks. ;-)
@DanHibiki: Thought about it but I'm just gonna do a dark background with a light emmanating around the match to direct the attention towards that light.
I think the highlights on the jacket are a little smooth for the straight-edgedness of the lines and colors. Could also use a background, though it's not necessary. Also, I really don't like the side view on the gun he's holding. If you had put some shading/highlights on it, it might pass off, but as it is now it is way too flat in comparison to everything else. Also, the fire on the match should be brighter.
Besides that, I really like it. The line weight is really good, though there are spots where the uniformness of the lines flattens it and makes it less appealing (boots, gun, etc.). I really like how the pants worked out, something about the shades/color and the pattern make them really aesthetically pleasing in the cartoony sense.
srsizzy on
BRO LET ME GET REAL WITH YOU AND SAY THAT MY FINGERS ARE PREPPED AND HOT LIKE THE SURFACE OF THE SUN TO BRING RADICAL BEATS SO SMOOTH THE SHIT WILL BE MEDICINAL-GRADE TRIPNASTY MAKING ALL BRAINWAVES ROLL ON THE SURFACE OF A BALLS-FEISTY NEURAL RAINBOW CRACKA-LACKIN' YOUR PERCEPTION OF THE HERE-NOW SPACE-TIME SITUATION THAT ALL OF LIFE BE JAMMED UP IN THROUGH THE UNIVERSAL FLOW BEATS
Thanks for the comments guys! Yeah, I think I went a bit too much with line work on the gun and switching from the line work to lighting it might have been a better option.
The program is starting May 28th and it's gonna be the third year they have opened. The programs are a whole year long seperated into 3 semesters of 15 weeks each. Tuition is 85$ for each semester which is a fuckin' joke since more than 90% of the graduates get job offers from various Game Companies like Ubisoft, EA, A2M and more. You start your career and you don't even have any debts linked to Student Loans!
The program I choosed is 3D Modeling but there are others like Level Design, Animation and Game Design (University-level students only). I was freakin' nervous since there was 180 candidates for the 3D program and they picked 25 based on your portfolio, an interview and a drawing/writing test.
Thanks for the comments guys! Yeah, I think I went a bit too much with line work on the gun and switching from the line work to lighting it might have been a better option.
The program is starting May 28th and it's gonna be the third year they have opened. The programs are a whole year long seperated into 3 semesters of 15 weeks each. Tuition is 85$ for each semester which is a fuckin' joke since more than 90% of the graduates get job offers from various Game Companies like Ubisoft, EA, A2M and more. You start your career and you don't even have any debts linked to Student Loans!
The program I choosed is 3D Modeling but there are others like Level Design, Animation and Game Design (University-level students only). I was freakin' nervous since there was 180 candidates for the 3D program and they picked 25 based on your portfolio, an interview and a drawing/writing test.
If you have any questions, ask away!
They make the tuition that cheap for a reason; they're more commited to churning out top quality artists than making a quick buck. I'm sure the only reason why it's $85 in the first place is to strictly cover basic costs and nothing more. Hell, they might even be taking a hit here money-wise.
I'm sure it's hard as fuck to get into one of these things, so be damn proud that you got your foot in the door.
Serves the same exact purpose as the school you're currently going to attend, and pretty much guarantees a surplus of work and involvement in many high-end projects for a good while upon graduation. Although i'm not sure if the school you're going to attend will be as strict as Conceptart.org's Atelier, I can say that you're pretty much going to get the same amount of work and flexibility as it.
Thanks for the comments guys! Yeah, I think I went a bit too much with line work on the gun and switching from the line work to lighting it might have been a better option.
The program is starting May 28th and it's gonna be the third year they have opened. The programs are a whole year long seperated into 3 semesters of 15 weeks each. Tuition is 85$ for each semester which is a fuckin' joke since more than 90% of the graduates get job offers from various Game Companies like Ubisoft, EA, A2M and more. You start your career and you don't even have any debts linked to Student Loans!
The program I choosed is 3D Modeling but there are others like Level Design, Animation and Game Design (University-level students only). I was freakin' nervous since there was 180 candidates for the 3D program and they picked 25 based on your portfolio, an interview and a drawing/writing test.
something about that pose seems a little off. I'm not sure what it is though. I think the way his legs are turned conflicts with his upper body (or visa-versa).
I think its because the dudes right leg (the one out front) is full profile view while the rest of the body is pivoted so you can see the the front, like uhhh... 3/4th view. kinda.
I think its because the dudes right leg (the one out front) is full profile view while the rest of the body is pivoted so you can see the the front, like uhhh... 3/4th view. kinda.
That and his back leg is almost on the same level of his front, which is pretty hard for him to do with quads that big and in that position. Also, doing that would be uncomfortable as hell.
Yup, I really dig this but I think his right leg (our left) is too much of a perfect profile. It should be pointing in that general direction, but it sort of looks slightly twisted to far. Also, I'd recommend putting more effort into the background for this one since the Snake one lacked.
However something that you should watch is the way that you have many of the forms in the picture going off in the same angle. It really does make the image a lot more static than it could have been.. infact with it happening some much, its kinda distracting...
Also the lighting source you used on the character (straight left to right) isn't quite matching up with your shadow (angled from left front to right.)
2. You didn't address the feet, which are on the EXACT same level
3. That shadow moving from his body to the wall makes little sense because it gives off the feeling that he's really close. the way the shadow stretches is odd because the majority of his shoe shad is one the wall which is bit of a stretch.
Serves the same exact purpose as the school you're currently going to attend, and pretty much guarantees a surplus of work and involvement in many high-end projects for a good while upon graduation. Although i'm not sure if the school you're going to attend will be as strict as Conceptart.org's Atelier, I can say that you're pretty much going to get the same amount of work and flexibility as it.
Yeah that conceptart.org school looks really amazing. I think I might even apply. Although I'm having trouble figuring out where its located. The location of that other school in Montreal sounds cool. Although I don't know if I would want to go to Montreal, I know it used to have an amazing art/bohemian scene. But I hear in recent the scene is changing a lot and only the shell of the movement is left. Just a town full of posers, not doers. Anyone have a first hand experience?
@CyberMonkey: Thanks man! Yeah, Mike's work has inspired me a lot, just like he was moved by Silver's work. Also, thanks for the heads-up on the static pose; I get that the positions of the arms and legs of a character needs to be varied. It's noted for future illustrations!
@Kewop: Yeah, about the shadow, I did it hastily without thinking about it. It was just a quick character concept but I wanted to have a shadow on the wall, so I let the laws of lights and shadows take a break for this one. ;-)
Posts
I dare you to make less sense.
INSTAGRAM
Yeah, that's one of his many trademarks. ;-) I'll do that with the colors.
Thanks guys!
EDIT
dropped it in ps, and measured.
usually people are 7 1/2 heads tall, which would lead me to believe his head is a tad large.
you can easily free transform it down a bit though.
I'm eager to see how the inks turn out
Here are the inks! I enlarged his right shoulder a bit, now it's a bit more balanced! C&C please!:P
EDIT:
His left foot (our right) seems to be a bit smaller than his other foot. Aside from that, very nice!
Thanks! I'll fix that later! ;-)
Seems to be asking for some slightly heavier inks though, almost like Gabe's style.
is that photoshop freehand? if so you have a steady hand.
At least, that's my opinion.
there needs to be something exploding in the background to make it complete.
@ROLO: Don't know, I kinda like it with these lines. Maybe I'll change them later when I start coloring.;-)
@JOHANNEN: His right forearm is loose while the one on the left is contracted so the forearm part of the jacket will be less wide.
@NakedZergling: You bet! Been practicing for a few years and I'm getting a bit better at it: Sketching, Pencilling, Inking and Coloring all done freehanded with Photoshop! :P
@sketchartist04: Yeah, I see what you mean. The foot will be worked on but the shoulder I'm still not sure and but it's noted. Thanks. ;-)
@DanHibiki: Thought about it but I'm just gonna do a dark background with a light emmanating around the match to direct the attention towards that light.
C&C away guys!
god I love shitty movies.
Besides that, I really like it. The line weight is really good, though there are spots where the uniformness of the lines flattens it and makes it less appealing (boots, gun, etc.). I really like how the pants worked out, something about the shades/color and the pattern make them really aesthetically pleasing in the cartoony sense.
Looks very nice overall though, nice job.
INSTAGRAM
Hi5 + EXTREME JEALOUSLY
What are the tuition fees like, btw? And how long is the program? I didn't even know they had it up and running yet!
I'M A TWITTER SHITTER
@Recoil42: Hi5, bud!
The program is starting May 28th and it's gonna be the third year they have opened. The programs are a whole year long seperated into 3 semesters of 15 weeks each. Tuition is 85$ for each semester which is a fuckin' joke since more than 90% of the graduates get job offers from various Game Companies like Ubisoft, EA, A2M and more. You start your career and you don't even have any debts linked to Student Loans!
The program I choosed is 3D Modeling but there are others like Level Design, Animation and Game Design (University-level students only). I was freakin' nervous since there was 180 candidates for the 3D program and they picked 25 based on your portfolio, an interview and a drawing/writing test.
If you have any questions, ask away!
They make the tuition that cheap for a reason; they're more commited to churning out top quality artists than making a quick buck. I'm sure the only reason why it's $85 in the first place is to strictly cover basic costs and nothing more. Hell, they might even be taking a hit here money-wise.
I'm sure it's hard as fuck to get into one of these things, so be damn proud that you got your foot in the door.
They have a lot of class to prepare ourselves to work in a Game Production environment. It's not a simple 3D program.
Otherwise I approve 100% of your work
And I may be biased>_>
This is probably the equivalent of what you just snagged:
http://www.conceptart.org/school/main.shtml
Serves the same exact purpose as the school you're currently going to attend, and pretty much guarantees a surplus of work and involvement in many high-end projects for a good while upon graduation. Although i'm not sure if the school you're going to attend will be as strict as Conceptart.org's Atelier, I can say that you're pretty much going to get the same amount of work and flexibility as it.
Basic Classes - Meaning that ALL the students attending the school will participate in those classes.
- Introduction to the Game industry
- Illustration: The basic techniques of drawing.
- Introduction to Game Design
- 3D Visuals I
- 3D animation I
- Game Analysis
Specific Classes - For 3D Modeling students only
- 3D Visuals II
- Character Modeling
- Analysis and Critic of content
- Lighting and Rendering
- Materials
- 2D Visuals
- Conferences and Workshops
- Final Projects:
Either creating new contents for a portfolio OR work in a Game Studio as an intern.
Guys, I'm gonna have a blast!!:P
Where is this school located?
@Orikaeshigitae: Thanks a lot man!
Here's the ink. ;-)
Time to hit the bed!
That and his back leg is almost on the same level of his front, which is pretty hard for him to do with quads that big and in that position. Also, doing that would be uncomfortable as hell.
However something that you should watch is the way that you have many of the forms in the picture going off in the same angle. It really does make the image a lot more static than it could have been.. infact with it happening some much, its kinda distracting...
Also the lighting source you used on the character (straight left to right) isn't quite matching up with your shadow (angled from left front to right.)
2. You didn't address the feet, which are on the EXACT same level
3. That shadow moving from his body to the wall makes little sense because it gives off the feeling that he's really close. the way the shadow stretches is odd because the majority of his shoe shad is one the wall which is bit of a stretch.
Yeah that conceptart.org school looks really amazing. I think I might even apply. Although I'm having trouble figuring out where its located. The location of that other school in Montreal sounds cool. Although I don't know if I would want to go to Montreal, I know it used to have an amazing art/bohemian scene. But I hear in recent the scene is changing a lot and only the shell of the movement is left. Just a town full of posers, not doers. Anyone have a first hand experience?
@Kewop: Yeah, about the shadow, I did it hastily without thinking about it. It was just a quick character concept but I wanted to have a shadow on the wall, so I let the laws of lights and shadows take a break for this one. ;-)