It's actually a commission, so subject matter's not really up to me, but I figured I'd also throw it up here to see how you would take it if it was something I was just doing on my own. If the guy likes it, I probably won't change anything, but it's always good to know for me. Oh, by the way, no ref was used. Just had to get a relative likeness for his face, which was the only ref he sent me.
You should probably look for some references on how people actually hold a violin.
Also: bizarre arm proportions.
Holy shit, his left arm is way too long... >_> That will be remedied.
As to how people hold a violin, I was looking at a reference, so, if people could be more specific or give me a reference they found that shows how mine's wrong?
And as for the violin being too thin, thanks. I wasn't sure it's exact proportions.
I know that's small, but the fingers there look like they're gripping the bow more than in your drawing. Don't know much about violins or violin playing though.
Thanks. That's not a particle emitter. It's a PS brush.
And I'm also a big fan of Blender. It's free and makes you learn scripting. Then you can download Yaf(a)ray and have great render engine for free also. The whole Blender Cult is amazing. The games and movies coming out of it is incredible.
While normally I would agree with you that your head looks much better, it's not really a question of perspective. The commission is supposed to be a relative likeness, if stylized. The man is actually a bit on the pudgier side. However, being a customer, I didn't think that I should really portray him as such. While I didn't draw someone incredibly muscular, I didn't draw him exactly the way he was (as I remember him).
Here was the reference he sent me.
So, as you can see, I was kind of trying to move it more towards a likeness.
Also, he's already emailed me back (since the second edit), and appears to be quite happy with it, so I guess he thinks I did an ok job on the face. *shrug*
Blender is the greatest thing humanity has ever produced.
Besides cheese.
I like cheese and Blender both. Behold the fruits of my own labors.
I'm not a very good painter, but I can only develop so many skills at a time. I just started doing 3D four weeks ago, and Blender two weeks ago. I'm pretty satisfied with the mesh, though I might end up tweaking the knee/ankle size - I'm not sure if I want it that cartoony.
i actually like radar's version better tam, sorry.
i mean, maybe it's not flawless as far as human anatomy goes, but it's got a lot of flair, and i like that.
i actually like radar's version better tam, sorry.
i mean, maybe it's not flawless as far as human anatomy goes, but it's got a lot of flair, and i like that.
When i went to the Chicago and seen the Chicago Symphony, this Violinist did a 15 minute solo just standing there swinging her head around.
It was bad ass.
Shiekahn_boy on
"your a moron you know that wolves have packs wich they rely on nd they could ever here of lone wolves? you an idiot and your gay, wolves have packs and are smart with tactics" - Youtube Wolf Enthusiast.
This photo blows but gives a good idea of this half finished piece.
DR...you really like doing those geometric cities. I hope you're adding some texture or lighting effects to the top and bottom canvases to make those expanses of shapes more dynamic.
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
This is pretty cool, as is most of your stuff. Both here and on your website. But what I am noticing as a trend is that you always only use static poses. All of your characters look fairly stiff. Even weight distribution for the legs, straightforward pose, mostly front or three-quarters views. I get that you're coming up with concepts, but even then, you can give them movement. For example, this is very conceptual, but remains interesting, flowing, and natural to the eye.
Posts
It is super neat-o.
Hopefully it's more readable/even now?
It's actually a commission, so subject matter's not really up to me, but I figured I'd also throw it up here to see how you would take it if it was something I was just doing on my own. If the guy likes it, I probably won't change anything, but it's always good to know for me. Oh, by the way, no ref was used. Just had to get a relative likeness for his face, which was the only ref he sent me.
Also: bizarre arm proportions.
INSTAGRAM
Holy shit, his left arm is way too long... >_> That will be remedied.
As to how people hold a violin, I was looking at a reference, so, if people could be more specific or give me a reference they found that shows how mine's wrong?
And as for the violin being too thin, thanks. I wasn't sure it's exact proportions.
I know that's small, but the fingers there look like they're gripping the bow more than in your drawing. Don't know much about violins or violin playing though.
Might want to work on the particle emitter. That looks messy.
And I'm also a big fan of Blender. It's free and makes you learn scripting. Then you can download Yaf(a)ray and have great render engine for free also. The whole Blender Cult is amazing. The games and movies coming out of it is incredible.
Besides cheese.
Fix'd? At least a little bit?
I know it's also hard to see the hands as gripping because you can't see the thumbs...
now let's talk about the head:
(I tried to put it into words, but that got too long and byzantine, so here's a drawover)
I know I changed his features quite a bit, but I think this still highlights the perspective issues you had
While normally I would agree with you that your head looks much better, it's not really a question of perspective. The commission is supposed to be a relative likeness, if stylized. The man is actually a bit on the pudgier side. However, being a customer, I didn't think that I should really portray him as such. While I didn't draw someone incredibly muscular, I didn't draw him exactly the way he was (as I remember him).
Here was the reference he sent me.
So, as you can see, I was kind of trying to move it more towards a likeness.
Also, he's already emailed me back (since the second edit), and appears to be quite happy with it, so I guess he thinks I did an ok job on the face. *shrug*
I like cheese and Blender both. Behold the fruits of my own labors.
I'm not a very good painter, but I can only develop so many skills at a time. I just started doing 3D four weeks ago, and Blender two weeks ago. I'm pretty satisfied with the mesh, though I might end up tweaking the knee/ankle size - I'm not sure if I want it that cartoony.
Thanks.
Not really happy with the white guy's skin tones or face.
i mean, maybe it's not flawless as far as human anatomy goes, but it's got a lot of flair, and i like that.
...BUT! I recognize him, so good work on that.
When i went to the Chicago and seen the Chicago Symphony, this Violinist did a 15 minute solo just standing there swinging her head around.
It was bad ass.
you're a unique snowflake
Yeah you just wait until its time for me to critique something of yours.
much love
Yeah, so far I've got an idle (breathing), transition to/idle fight stance, an overhead sword attack, and a run.
So, how's that shoot 'em cowboy game coming along? I was really enjoying the updates on that.
Hehehe... Oh Tam.
This is pretty cool, as is most of your stuff. Both here and on your website. But what I am noticing as a trend is that you always only use static poses. All of your characters look fairly stiff. Even weight distribution for the legs, straightforward pose, mostly front or three-quarters views. I get that you're coming up with concepts, but even then, you can give them movement. For example, this is very conceptual, but remains interesting, flowing, and natural to the eye.
Perhaps try to expand on your repertoire a bit?