No.6753[Last 50 Posts]
Old thread reached its bump limit.
A thread for posting anything you make, either to ask for help or just for show and tell.
Remember to be polite and have fun.
(old thread >>2437
Is Loomis books as foundation in drawing muscular man a good start in getting the sense of proportion and for an anatomically correct rendering?
Yes, but realize that there are a number of Loomis books. For a foundation, look for one that focuses on gesture and figure drawing. Also know that there are muscle exaggerations and accentuations in most bara style that a realistic Loomis figure will not visibly rendered.
With that said, nothing beats drawing regularly from life with a model if you are fortunate enough to have access.
Loomis book pdf?>poorfag
first result of googling loomis pdfhttp://www.alexhays.com/loomis/
Part of why Loomis is pretty ubiquitous online is his books are freely distributed.
I myself grew up with Glen Vilppu which focuses on volume and gesture.
Suggest best book from him for beginner/intermediate?
Are there any pdf/epub version?
>>6765>I don't have the patience for this kind of fleshed out stuff……
That's too bad because you're put a lot of attention on its eyes and it looks very well rendered. I love that you lined the side of the lower eyelid with white; I'm really convinced of the wetness of the eyeball. The only thing I'd say is there is this harsh pulling across his face from the center to the corner of his mouth. If it's based on a gator, they don't have this "laugh line". Theirs is a bit of an accordion to accommodate to all the stretching and compression.>>6766
Vilppu Drawing Manual
Again, a quick google search of the title + pdf will get you results
"Riven phoenix - Structure of man" is a long series of 20 minutes videos that covers a lot of human construction. Is somehow tedious but hey, there is absolutely no fun in learning anatomy.
Thx. The lower jaw and teeth were inspired on alligators but the face and muzzle I wanted to be a bit more expressive (I don't know why, it's not like I'll be redrawing him ever) so I wanted his face to have musculature like certain mammals: humans, canines, etcetera. So I was trying to go for a snarling look, with a really good scrunched up face. I tried to build it even more drastically because instead of fur it would just be skin and scales, so the details and wrinkles would be even more noticeable….. in the end I never really figured out how I wanted to build the muzzle and I wasn't looking forward to several more hours arduously detailing a rather blasé dragon.
I do love those realistic Pokemon renders though. Especially the one I saw with the gengar evolution line as bats. I thought that one was really creative.
>>6797>super messed up sketchwork>unconfident lineart
I hate to tell you this, but this board's hardly a place to get good criticism and you're better off not publishing anything for a few months for approval. I'd self-study by making completely private drawings and basing them off of animations and anatomically correct images.
Know how a man's body ticks in motion, learn how their head attaches to their shoulders, study color harmony so your image looks together in its final stages, etc. It all becomes second nature later on. But for now, disappear then make a comeback, however long that takes you.
… Moving along. Hey there EON.>>6797
1. Lets break down the the pose in its basic gesture. I'm not quite sure what his pose is suppose to say so I defaulted to you standard counterpoise pose. From your original sketch, I see that you use the box mannequin as your foundation. Unfortunately this caused your pose to be come very rigid from the get go. I see that you've made some correction at your second pass but his pelvis already contradicting what is on your sketch. If you haven't learned about it already, here is a wiki link regarding contropposto https://en.wikipedia.org/wiki/Contrapposto
It is how the body adjusts itself for balance so the pelvis tends to counter the shoulder's angle. In blue ink, think of the body like a sack of flour, as twist and contort, gesture is reflected by the stretching and compression.
2. Based on how the shoulders and pelvis angles themselves, Attach the base for the rib cage and pelvic bones. The size is exaggerated on this guy but whatever, he looks like a bodybuilder.
3. Added the limbs and the angle of the head. Kudos on you for trying to tackle a very hard to draw head tilt. I have straightened his (stage)right leg to bear the weight of his upperbody. Again, contrapposto.
4. A rough sketch of how his muscles fill out the sketch. I wanna note that how his hand holds that towel(?) looks awkward. With the palm facing down, it looks like the guy is having some trouble holding a piece of cloth up. The change is on my part. I tried to stay within the guidelines of your sketch. The sack of flour is still there and the compression is shown by the squashed obliques. Also, to make the pose flow better, I un-hid his left hand and had it flow with the rest of his body.
5. A cleaner lineart on top of the sketch.
6. And finally, my interpretation of the pose next to your original.
Firstly, Thank you for putting in the time to demonstrate all that, I'm at uni doing animation and graphics design for 3 years (could you tell? TT_TT) and no one has done that for me.
Also the box mannequin has been fucking me over for a while i think at this point so i think i need to try other things.
My sketches look like a dogs breakfast compared to yours -_-, I followed your motions myself in an attempt to practice.
It's irritating because I'm at a point where cant tell whats wrong, but i can still see that there is something wrong.
I feel like its going a bit better this time, just in the negative space around your line art you character looks less like a block and more like a person.
I'm really poor with the exaggeration element which often makes my poses a bit awkward.
Maybe its the medium of art that is affecting you right now.
Are you better at drawing on paper then scanning to your computer? Or is your drawng tablet too small or a cheaper model. Maybe you are better at drawing very minature versions before re-sizing and filling details.
Different strokes for different folks.
>>6803>I'm at uni doing animation and graphics design for 3 years
Are you familiar with the flour sack for animation then? It is an exercise to give simple anthropomorphic qualities to a simple sack of flour. Also, it's used to convey 3 dimensional space through simple overlapping lines.
>Also the box mannequin has been fucking me over for a while i think at this point so i think i need to try other things.
Drawing figures with boxes has its use, especially if you are drawing from an exaggerated perspective or if the body is in an uneven angle.
Also, it is a stylistic choice but I've attached an example of the aesthetic of juxtaposing a hard line against a curved line:
( ) = This kind of looks lumpy Popeye arms
( | = This has rhythm and flow.>>6799
Sorta touches on the sporadic quality of your lines. Being in a uni, I'm guessing you have access to nude models for life drawings. Just keep at it. I'd focus on short 30 second gesture sketches to get your arm trained to draw deliberate curves.
>>6803>I'm at uni doing animation and graphics design
Lucky duck, I wish I had the money to go to school for art…. but I guess I'm not unhappy with where my life ended up….
Animation is so much fun too. What kind of animation are you learning? I can't imagine that many places still teach traditional frame animation. There was one art college I did a visit to that did still teach traditional animation and it was beautiful, but I'd imagine flash and 3d have better job placement….
Yeah we learned about the flour sack thing, I'm just slow… also that thing with the brackets is really elegant.>>6820
Also don't feel bad about it, I gave up a possible career in earth sciences for this shit. Of all the courses I've payed for only 1 of them was on 2d animation and another was on 3d everything else has been multi media or industry related (which is important, I have to keep telling myself). I believe if you really love 2d traditional animation then it is much more effective to go to a community college or something, they call them TAFEs where I am but I'm not sure if that's a local thing.
I think the most likeley path of success is being able to market yourself to people online but I'm a 0 in experience with that.>>6814
Yeah i used to just do pencil and paper so my excessively hand movements were way less impactful.
More to come - as in the lower half more?
Looking good jimbojim. Add some body hair or veins for science please.
>>6842>>More to come - as in the lower half more?
Yes, and also more shading/lighting, clothing/nude options and more doodles. I'm trying out some different shading techniques and I'm seeing what I think works best.
I'll be sure to add the body hair and veins later on too.
That's very lovely! I really like that watercolour effect, and the fine details like the bird's legs. I'm sure your mom would love it :)>>6870
Much improved from your first sketch. I think you've got some basics on shading covered on the chin, underarms and crotch. For this one though, since you have the two flames in the back, there are more light sources that you'd have to consider when shading.
How to draw a real dick, not some sort of plastic phallus?
Can you elaborate?
If you post some of your drawing we might be able to point out some mistakes.
Its about mastering depth in drawing.
If you can draw fingers in all directions, you can do a penis easily. Practice different hand positions and the dick will come naturally, its essentially a larger thumb.
Try using some 'fading lines'
Your dicks use a lot of unbreaking solid lines with little to no variation in line weight. It gives the figure a very unnatural look. Notice how in this picture you can clearly see that all of his face is there but none of the features are drawn with large unbreaking lines. Start with the nose. You can clearly "see" that there's a nose there but there isn't a big line down the middle saying "this is the nose" and again with the mouth it's not 2 traced lips with strong outlines…. yet you can still see that he has lips. A lot of black and white comics and manga have good examples of this technique
Keep at it. A lot of things need improvement, mainly not enough time spent on the art. This would be considered a rough draft.
Also, need at least 2 more drawings from you before we can sense your potential.
Don't let it discourage you, I don't practice as much as I should so I too am in a place where I feel like I should be better for my age… But I'm still trying.
>>6942>Not necessarily bara
Looks pretty thick and sexy to me. How long did that take you? It looks amazing.
Granted I'm nowhere near your level so take what I have to say next with a grain of salt. I think the lower body is a bit distracting. The pant legs look a little too much like satin/silk to be a convincing "working wear". I feel adding a bit of texture in some way will help make that look a bit more convincing. Also the shoes stand out as a bit odd to me too. Even if they're drawn accurately, and I've never really seen blacksmithing shoes so I wouldn't know, I feel that they also look a little too clean and polished for someone like a blacksmith. Maybe a little dirt, or even some dings/scratches in the metal will make them look a little bit more like they've been worked in. And to that extent throw some dirt on the rest of him too, and some wear on the tools.(chips, scrapes, frays on the leather…) He looks too clean, like he's a theme stripper wearing a costume. I just think that you put so much effort into the detail on the face it would look nice to tie some more details into the rest of the piece. I've noticed too that it's often the smaller details that become more appreciated in portfolios. It sort of adds that "oh wow, you even thought about -that-" factor to the pieces. But I have to say, it's still a very impressive piece.
Thank you, I'd say it took me around 4 hours in the span of three days if I don't count the time spent on facebook, youtube and image boards.
And yeah you're right, I still plan to work on it a lot more so I'll definitely keep everything you said in mind, and yeah I have a lot of trouble with rendering different textures correctly, I feel like I'm only half-way done so I'll post an update once I've made some progress!
Looking forward to it.
So I was working on this character this afternoon, and I REALLY need to start getting into the habit of flipping the image as I'm drawing. That one face, oy vey. Teeth pointing one way, forehead and jaws pointing the other way….. talk about tunnel vision.
Anyway, the real topic I wanted to talk about was wardrobe. I suck at drawing clothing. Does anyone have any tips/ recommendations/tutorials on how to add details (not necessarily just folds and shadow) to clothing to make it more realistic? It's going to be a line work-heavy comic so I can't rely too much on texture overlays or they'll look out of place… but I don't necessarily want to draw each stitch in the fabric either. And obviously I want the level of rendering to be consistent with the level of rendering on the facial details so they ''match''
If anyone's got anything to say, I'm all ears.
I love the way you draw faces, I don't know what is it about expressive faces that are really cute.
Do you have a blog?
Oh hello there hot as fudge Blacksmith Neville Longbottom
You have lots of room for growth based on these pictures, good potential with anatomy.
As for color and backround, that remains to be seen.
Thank you, I really like goofy expressions too…. though that one on the bottom is a little too far, the whole forehead should come down an good inch on his face.
And no I do not yet have any blogs or anything. Currently I don't have enough content to start a blog. I have some content but half of it is original, and the other half is fan art. I want to keep the two separate because I don't feel right about using other artist's characters to garner attention, especially since in the future I do want to create a lot of my own work.
But I do have a lot of non-bara art that I don't share that eventually would make it on the blog, once I get enough rule34 and original content to make two separate blogs.
Sooner or later you will need to learn each of these muscles. When learning anatomy you will need to do a lot of studies. Just take the body a chunk at a time. The hand, the forearm, the shoulder, the upper back, the flutes, the lower back, the thighs, neck, etcetera etcetera. Just start by learning how to draw each piece at every angle. Then start connecting the pieces. After you learn how to draw the hand, the forearm, and the bicep shoulder area separately, then you can move onto drawing them together to make the whole arm. You should also learn the bones for each bodypart too. You could actually use this time before you have your pen to start studying body parts for your visual library.
For quick tutorials on how to draw hands (or any parts really) I'd like to point you to seek out other people's already established Pinterest collection. Just do a search on "tutorial hand" and you'll be inundated with visual guides. And I mean a ridiculous amount.
>Should i do hand, forearm and bicep in that order?
I like to tell people to draw from big to small. Get the foundation right before you worry about the details. Imagine spending hours perfecting the hands when you realized that you suddenly have to shorten his arms for drawing it too long.
>>6968>I like to tell people to draw from big to small.
This I feel is better advice for when you're ready to apply the final product. "structure before detail" is all well and good, but when starting off in anatomy if you have not yet learned anything about anatomy it's a bit difficult if your first task is "draw the entirety of the human body and work down from there". That's what you should do only after getting some knowledge and experience under your belt, unless you want to keep redrawing bodies 50000 times before you start working on other things like line work and style.
It's better for beginners to start off in the shallow end and take the body apart a piece at a time.
Try Proko's videos. Like I mentioned before, you will have to learn all of the muscles in the human body if you expect to represent them in your drawings. Stan Prokopenko's videos break the whole body down for you, so it's really easy to learn. Each video gives you a new body part to work with so you won't get overwhelmed trying to draw the whole body.
Start with this one.https://www.youtube.com/watch?v=-uze2IRAc1k
Aww he's adorable.
So this afternoon I was drawing this guy and my grandmother barged in after I finished drawing the head…. which I guess is better than what I was drawing a few minutes earlier….
Here's the finished version.>>7022
I like the way you drew his face, maybe add some volume to his mane?
fuck thats cute
do you a tumblr or smth?
Thank you, I do have a tumblrhttp://ruisselait.tumblr.com/
I usually do the sketch on my phone using the Autodesk SketchBook app but then transfer it to my computer and finish it in Clip Studio Paint EX, it's pretty much photoshop but without a lot of the graphic design tools and focusing a lot more on illustration.
For free sketching you should really stick with SAI, it has stroke stabilization and it uses a lot less memory than photoshop, even when working with hi resolution. Photoshop is definitely de best for coloring.
I can't grammar this out so I'll take a guess as to what you're asking….. this picture I assume is of Cid. But his spine is a little broken….. or his ribcage is strongly concave at the top…. there's also a weird relation to the external obliques, stratus muscles, and latisimus dorsi……namely that one of them is missing and I'm not sure which one is supposed to be what.
I didn't have time to make it all that pretty
Nice artwork ! I was wondering do you come out with your own color palette ? Been trying to figure out how to balance the color ^^;
Thank you! And yes, I usually stick with muted colors, the trick is to find consistency in the process of picking your colors.
With most quick drawings I just stay within the circle in pic related and that gives me a sort of pastel palette.
Eh….i guess artistically this is acceptable….realistically though it doesn't really work that way, as there are far more exceptions than the rule.
Context is still probably the best measure for size, but the head measurements is a comparable trick if you don't want to include the context.
You'll be the first! I checked Paheal and it's nothing but Ribbon Girl. And also one of Mechanica.
Maybe you should check this one out http://www.deviantart.com/art/Contrast-287606176
since your grayscale is too flat.Also the lightning isn't very obvious too.
>>7130>not Bara so not sure if allowed.
It ddoesn't need to be bara. It doesn't need to be drawn art either. You can share anything that you make.
I made this shitty birdhouse today out of sticks and grass. It's an "arts and crafts" creation but it's still allowed. That's why I made the OP sorta vague. Afterall, we had a selfie thread and we were still allowed to post selfies even if we weren't bara material.
This is fine.>>7138
This is fine too, I like birds.
>>7140 >I like birds.
Me too, I just hope that no house sparrows decide to use this birdhouse…. I'm still unsure if I'll have the stomach to kill them…. :(
Anyway. Somehow this weird comic popped into my head one morning….. my brain is weird sometimes.
Proko seems to be in the field of constructive anatomy, you should really get some good references to go along with your studies.
Thank you sexxar,
anyways here is some more progress on the drawing, I have added the basic areas of where the light hits or doesn't hit in the image, although I'm wondering if doing the lighting really well then going in to color will eff up the end result.
If I'm doing it wrong I wont be able to tell with my eyes, I don't think lighting like this actually impacts the gray scale of the image much, like anon said it should. My consistent failure is that I'm too ginger with my shading (and line art and sketching.)
That's not really how to represent light on a 2d medium. When using a 3d program, this is fine because the program will calculate the shadows for you. But when drawing you have to do the calculations yourself and only put the light where the light touches.
I didn't have much time so its a little sloppy but when shading and lighting you have to think of the structures of the face. Even in stylized cartoons the head is never just a perfect sphere with some features drawn on like a balloon. The face has structure, and must be lighted as such. Think of it less like a sphere and more like a box with rounded edges.
Hair also has structure that must be lighted as such if doing a detailed drawing. I didn't have time to draw that so here's a link that I think does a good job of showing it. https://www.youtube.com/watch?v=NHewz3JbKrQ
it's an older proko video.
Also your lighting appears to come from more than one scource. If the lighting was truly coming from the front as the arrows would suggest then there should not be as much light on the top of the head.
Do you have a gallery where we can see your finished stuff?
No….I kinda never finish anything….. sorry.
I had actually gone back and added more in before reading this.
still need to fix the light at the top of the head though.
I prefer A.
B is interesting, looks kind of cave man-ish or frankensteiny
I prefer A too
B seems more like Mr Incredible-ish
Sigh… man. okay so so far the votes lean a little more to A than B. I was hoping that one would be more of the clear cut fav. I'll deside after 5 more comments/votes. thanks alot you guys! i mean it.
You know this guy kinda looks like that pic on the first post >>6753
. Looking at your concept at (1), notice that there is an apparent squashyness on his upper body. To me, it makes more sense for his head (B) to follow this heaviness rather than counteract it. Appeal-wise, (A) feels more like a heroic main character while (B) gives off a random henchman vibe.
Huh! that's actually a lot of really great feedback. Yeah. when I first started he was a henchman/background character but over time I saw him more as a co-star. Kinda like Little John to Robin Hood. I actually really do like the squatty version of his 2d art better. It has more personality. the problem is that it's one of those things that looks great in a drawing but eh, looks weird in 3d. another example are the shoulders. in 2d they look fine but in 3d they look really weird and could never actually support his arms.
Having a tumblr or similar helps people to be in touch with you and your artwork, you defenitely should.
Other than the given statement that there's still a lot of work that needs to be done on the anatomy, I think the designs are okay. Like I said before, The two guys with the magatama on their heads either need it moved somewhere else on the costume or there needs to be a little bit more attention put into how you draw them because right now they look like numbers.
I also worry that there's too much detail in their tatoos. I don't know if these will end up being still drawings to accompany a written story, or if they're going to be used in a comic/manga. If the former then I suppose it will be fine. But if they are going to be used in a comic you'll quickly grow tired of redrawing those markings over and over again.
Also, after you get a few more anatomy studies under your belt I would do some research h on different flat color style drawings. They'll match what you have here with the bright colors and minimal shade and highlights. And them you can push the proportions to suit their personalities. Just a thought though. I think they would look nice in a style similar to these.
Just as a preliminary, your art is pretty cool, and I especially love the musculature on your characters. My main criticism, however, is that currently your body types are all a bit too similar, and the characters themselves are all young, smooth, jock types. I don't know how far you're into the story, who the intended audience is, etc., but if you're trying to appeal to bara fans, there's a lot more exploration you could be doing. Even if you've already got a lot of things set in stone, and want to stay in the twunk range, there's stuff you could do to set them apart, e.g. by making one character really top-heavy (the fire type, for example), another guy really thick on the legs and thighs (the earth type), and another a lot wispier (the wind type). Any kind of elemental set should be a great opportunity to fully explore the associations you can make with each archetype, especially since your story has its magic mold the characters' bodies according to their corresponding element.
I also think there's more you could do with the tattoos: the amount of detail suggests they're meant to be important, but some of them blend together across characters, i.e. the water and earth tattoos. It's great that you chose a unique location for those tattoos, but I think you could also give each one their own shape and color per character, and perhaps change some of the locations if your story allows it: instead of just having a front/back separation for the fire/void and water/earth types, you could instead give one of the characters full coverage on their torso or their legs, and instead choose one character to get face/head tattoos (the void type would work best, imo), and give another character tattoos on their hands and feet (e.g. the earth type, to emphasize contact with the earth).
The clothing and color palettes are mostly pretty good, but again, you could try to go a little deeper and diversify each character's clothing styles, using inspirations across different cultures. Three of your characters have anime-style chest jackets, for example, and two have crotchless pants, when there are many more ways to make sexy male clothing. You could give a character muscle-hugging armor, for example, or cords that wrap around their chest or limbs. The outfits for your void and water characters seem fairly appropriate, but I think your wind type would likely be better off with looser, semi-transparent cloth hanging from their body, almost like a bunch of veils.
The TL;DR of this is that you've got some great ideas, and a really interesting foundations, but you could also do a lot more with this. There's a rich thematic to each of the classical elements, and I think you could explore those a lot more to really play up each character into their archetype.
Thanks a lot for your detailed feedback. I appreciate it and I'll just work through what you've said. I've been feeling uncomfortable about the magatama's placement as well. Most of the guys' costumes were designs I made up in my teens and materialised now in photoshop(I am a beginner in digital art). I was never brave enough to complete an artwork or post it to the public as I was heavily perfectionistic but I decided to hell with it and I uploaded my works with encouragement from a few fans because my dreams need to be realised dammit.
Could I have some specifics on how the anatomy needs a lot of work? I've been really focusing on how to do male anatomy these past several months and I am quite proud of how far I've come in terms of progress on the male form. Any glaring flaws you spot that need to be addressed? I got a comment on another forum that these guys look 'juiced' and 'skipped leg day' but I think their muscles are quite well-distributed. Regarding their tattoos, I have plans to make comics with these guys inside them so I've made them as simple to draw as possible. I wanted to go for a ideogram/buddhist look that kind of resembled scratchings so I just squiggled them out.
I'll try out a more cartoon-esque style with them. I've been using the same model with them that I've been using for past digital works that I've forgotten to experiment! Thanks for the ref images, I'll look for more disney-esque cartoon styles to take inspiration from.>>7303
Thanks for your feedback! I appreciate your words. Thanks for liking my musculature, I'm always seeking to make my male anatomy skills as best as possible. Regarding body types, I don't really want too much of an age gap between characters but I can try pushing it more. They are not hairy because their designs would be kinda ruined as their tattoos will not be clear under all that hair. I was kinda making the wind-type a bit more of a kiddish lightweight guy. I could make the fire-type more distinct though. The void one is more balanced. I made him with a bodybuilder's torso, ballet dancer's legs and a dreamy face. The water type could be more distinct, yes. I wanted to give my Earth guy juicier pecs but I guess I could give more emphasis to his legs. I'll reconsider all their body types, thanks a lot for your advice.
I'm most uncomfortable with the fire type's costume. It looks too obviously, well, slutty and ridiculous rather than sleek, sexy and unique. I'll look up more refs for sexy male clothing and thanks for your recommendations. Right, i'll see what I can do with researching the five classical elements. Thanks a lot for your feedback again!
>>7305>could I have some specifics on the anatomy?
You're going to dislike me right now but, no. And you're going to think I'm an asshole but the reason I can't help you right now is that there's so many things wrong that I'd either exceed the character limit explaining each little thing or I'd have to redline the entire drawing and redraw it in my own style. Which wouldn't be helpful to you since you need to discover your own style, not learn mine. Not that my anatomy is perfect. There are still a lot of flaws with my own anatomy as well, but I know enough to get by…whereas your drawings look like they were made after studying drawings of stylized anatomy, and added further stylization on top of that…all the while skewing the anatomy further and further from reality. Just take a look at these pictures. It's easy to see that one of these artists clearly learned anatomy first and then developed a style. And that the others are stylized drawings of stylized drawings. It's like taking a photocopy of a photograph. The more copies you make of the copies the lower quality the new copies become. Eventually the colors are gone and the lines are faded.
Remember, learn anatomy from photographs of real people, not of someone else's drawings.
It's hard to really see what's going on with all those extra lines.
I will say though that the lines on his arm suggest muscles…albeit a little off…but with a jacket like that you shouldn't really be able to see the creases between muscles on his arm. Instead you should just see the fold of the jacket sleeve.
Spoilt because of boob at bottom.
ah, i see thanks for the feedback.
The arm looks much better now.
I would say now though that the light source is a little confusing. Though I suppose it is possible, it's fairly rare that the lighting (let's assume the sun) would be perfectly parallel to a wall, which he appears to be quite close to. Like I said, it's possible…but since the time in which the sun would shine at that angle in relation to a wall would only last a few minutes; it does create a slight sense of "this probably shouldn't look like that"
I would probably either suggest bringing the light source more forward (even if only slightly) or, what would be more atmospheric…draw him in the shadow of the building(remember that shadows exist within shadows) and don't use any bright highlights, except maybe in the eyes which are reflective and could pick up reflected light from across the street.
I was trying to go for lighting from street lights. Lighting and shading is something i really want to practice on. thanks for the insight.
That's what I thought I was trying to do but I guess that means it wasn't working lol.
Anyway dropping another drawing here to ask what you guys hab to say.
and how does this going? Any renders?
"keys' is definitely a better term than what I was naming my essential stills/frames before.
Been working on this one most of today…… if only I could get paid for this shit, lol.
Next the in-betweens……..yaaaayy………and then export the stills to fix the lineart. Then maybe color?…… maybe I'll finish by 2018 :p
Thanks! Glad you like it. :-)>>7490
Not bad at all, I'm aware of how long it would take just make some seconds of animation. It's not easy.
this looks awesome, i was wondering if you can switch the .gif into a loop? i just wanna stare at the amazingness of it without refreshing it everytime i wanna see it xD
It loops on my computer….
Actually, I'm having that issue too. Neither of your two animations loop on my end.
That's strange then… It happens to end at the 1 - 19 frame for me and a completely "transparent" blank would show up, no loop or nothing after.
I even tried opening the animation itself on a new tab and I still get the same problem. I even waited for a minute or so and nothing…
Sorry guys…I don't know what's wrong… I've tried it a couple different ways and nothing works when I check the files from my phone… but all of them work fine when I view the site from my computer…….I guess I'll try exporting the stills and plugging them into a gif generator….. but I don't have time tonight. I have to go home now and I won't be able to have my tablet back at my parent's house until Saturday. Sorry.
it loops in IE but not chrome for some reason
i wonder if this works
it's working and looping. i'm using chrome
That's looping for me too… except that loop is only frames 1 through 13, out of the full 25 frame animation.
Perhaps an uploading issue?
How about you upload all the frames in a zip file so I can turn them into a gif using photoshop?
download gimp, add each frame as a separate layer and export as .gif
gimp is free
Another attempt at a simple drawing of the same character character.
In other news, all of the artists I follow on twitter posted how old they are, several of them are many years younger than me.
I now want to kill myself :)
Most adults don't have the time to learn to draw. It takes most people many years of study to learn how to draw or paint well. So it makes sense that a lot of artists are young. I know personally that I improved the most in my art when I was between 16 and 19 because I had all the time in the world. School was practically an audiotape that played while I'd draw….and then I didn't get a job when I graduated…and then when I did get a job it was only part time for a while……so I had a lot of time to learn. Now imma big boy and I gotta du wurk instead.
In other news, the thigh gap is real.
If you don't have a solid knowledge of anatomy you NEED to use references. Try making a collage of pictures with the features you want and try using it as a model for your drawing.>>7515
A lot of people have dayjobs and still make amazing works, because the have fun drawing and spend their fun time praticing… Is really hard to get a job doing only what you like, but people gotta pay the bills…
here have a butt before I try and finish it and it goes to shit.>>7523
TFW I'm already doing a lot of the things people recommend and by observing the quality your work you produce they conclude that you haven't done the thing Q~Q.
You're always getting better even if you don't realize. I would recommend working on your line confidence though. It will make your sketches look better and also take less time than your current method, so you can draw more.
Also, I'm totally an ass man. Love dem titties but Dammmm, dem asses.
Red guy's hands and feet are backwards….
Well thanks but I'm mostly experimenting on new sketching styles and body proportions.
(also why do we keep pulling up Sailor Moon reaction pics)
True story; sailor moon was my first exposure to same sex relations.
When I was like 5 there was a blockbuster closing up shop. I asked my parents to buy the a sailor moon VCR tape because I thought it looked like a pretty cartoon…… it was not a child friendly episode….. From the pieces I can remember I saw a child explode into a giant bloody worm and sailor Neptune killed him…… then there was lesbian things….. It's been like 15 years since I've watched it….i'm surprised I remember that much…
Anywho back to art. Sorry for the yaoi but I just read the original 'little mermaid' story and I love the imagery in it….I also note understand the odd choices that Disney made with their adaptation…. it's not exactly a story for children….. well… neither are any of the Grimm tales they turned into princess movies either……
Oh god I remember that episode well. Then again I watched all 200 episodes of it a year ago.
Back to it, The Little Mermaid is a public domain story made by Hans Christian Anderson so I'm not surprised by the fact that Disney chose a famous story and made it child friendly.
(gif unrelated but that's how I draw lmao)
Actually in many cases they are very much set in stone. Did you know that Mickey mouse was supposed to fall into the public domain in the 1980's? But Disney went to congress to have them change the laws so that he wouldn't for a much longer period of time. He is still not within the public domain.
It's just ironic because a good chunk of the money that Disney has made has been from adapting works that had fallen into the public domain.https://priceonomics.com/how-mickey-mouse-evades-the-public-domain/
Oh wow that's pretty funny.
We're kinda detracting from the point of this thread is to talk about our drawings and tbh I don't have any of my drawings to talk about here. I want to contact you outside of Barachan tho how can I do it?
Nice to see your progress, keep at it!
Anyway, I drawn this yesterday. The guy is Shigetoku Tadashima and he's from Black Bullet. I'd expect him to at least have one fanart but there's none. I decided to change that.
Hmm, it's a bit hard to distinguish the pants from the skin color. Especially at first glance.
Maybe you can darken the pants or something?
Hmm… upon reading this I actually went back and checked my references for him. Turns out his pants are actually more darker so I went ahead and changed just that.
Thanks for bringing this to my attention!
This looks stunning!
Great work, love the lighting and those detailed muscles. Daddy Reinhardt is my favorite tank in the game.
Thanks! I don't play the game that much actually but the characters are so hot I can't help to want to draw them.
Picture is a wip of what I'm currently working on!
Well we're going into spring… most of my time will be spent out in the garden from now on….. I have an acre of land to convert into something beautiful. But here's my email in the name field, I'll try to check it every now and again when I have internet.>>7559
Try this.https://www.youtube.com/watch?v=eJWLaDSNBAI >>7564
Very good painting skills.
I do have a couple things to share if you're in the mood for a critique… you didn't specify in the text so I wasn't sure if you were just posting to share your work or if you wanted feedback.
The hands are on backwards again….
I do think it's good that you're spending time on the background as well. There are a lot of lazy artists that never put in backgrounds….. like myself.
WELL FUCK You're gonna have to show me how to do the hands correctly or I won't learn hhh.
Also I love doing background art so much recently so thanks!!
Well thanks for the tip but I don't think I can fix it as I already put tons of effort into this….
>>7600>I do think it's good that you're spending time on the background as well. There are a lot of lazy artists that never put in backgrounds….. like myself.
Well that is some really half ass advice.
>>7648>Well that is some really half ass advice
Uh, okay? And your advice to him is? I agree my advice wasn't necessarily helpful but he clearly didn't take my advice from earlier about doing a little bit of hand study.
Second, even if I wanted to help him more, I can't. He's still in the early stages of learning. There's NOTHING wrong with that, EVERYONE has to go through that phase before they get any sort of skill. But because of this, I can't help him other than to point out mistakes that were overlooked so he can begin to reflect on his own work and grow from there. I've touched on this before in my other post >>7310
Conversely, artists who at least have a better grasp on anatomy, and other artistic skills, like >>7564
I can redline the mistakes or edit them to help the artist learn, or at least notice something they didn't see before. I can give a critique on pieces like this because it's clear that there's a foundation in place and the rest is just being hammered out.
That's all well and good. The main point I was trying to make is that I can't really help you too much right now other than to point out some of the main objective flaws, like backward hands.
The first thing that comes to mind is the skin portion and fur portion both have similar textures. and perhaps tidying up the color bleeding from his right hand could make it look more solid. On his face the line where his lips should be darker and perhaps his nostrils as well as they are where light ceases to be, the shadow under his septum is currently just as dark if not darker, although I'm not sure if that's because of a harsh light above his head. I'm not sure if you were going to fix all of this anyway but still.
I think you might be on the higher end of skill here so I don't think there is much we can help with other than just you tubing stuff for you.
unrelated: here is a D3 fanart I'm doing.
Hey Eon. The crossed legged sitting is complicated so good on you for tackling it. I also like that there is an actual story being told on your sketch… Necro dating an undead? Lets get on with the crit.
1. If he is sitting down in a somewhat relaxed pose, I would relax his left foot so I'd have his toes pointing to the ground. I also elevated the left side of his pelvis up to get his left thigh to have his left leg reach over his right leg.
2. Try this pose out yourself. It is very straining to lean over while cross legged with you back straight or arched forward. Also, with the edge of the table almost hitting stomach, I say he'd naturally hunch over. As an effect of this, it gives him a smooth "C" line of action.
3. Taro is right by saying that the limbs are very elongated. I would add to this by saying that his right arm would be the weight bearing arm (by trying this pose out myself) so I'd put it higher than his left arm which should be relaxed.
Avoid parallels/twinning with his arms laid out together like that. Visually, it looks plain and unengaging. Contextually, it looks robotic and sorta looks like he's doing a zombie walk.
4.The 3/4 head angle looks like it parallel with the horizontal plane. When you turn your head, your neck will naturally tilt up towards the the direction anyway. Start experimenting on emotions as well to give context to the scene.
I often have trouble finding a good reference online for complex poses. do you think that it is worth investing in one of those wanky wooden artist mannequins? Or is it not quite the same?
Have a look at https://www.human-anatomy-for-artist.com
It has tons of pictures of models from various angles. It's searchable on a variety of criteria. If you don't mind Medium size pictures with watermarks (plenty are without watermarks) it doesn't cost anything.
Wooden maquette? The only thing they are good for is being on top of your desk doing goofy poses. You have yourself as a model. If you don't have another person you can bother to hold a pose for a few sec then just pose in front of a mirror or shoot a footage of yourself for reference. If you are straining to do a complex pose that means that you should ask yourself if your character is physically able to be in this pose and why your character is putting the effort to be in this pose.
Then porn wouldn't exist. :(
Hahaha, jk, this is a really good advice. There's no need for extra tools.
If there is no mirror try a selfie.
That site only has references for man solo, man-man and man-woman which is fine for bara i guess, but not for a lot of other things.
Selfies are highly limited and anything i do of myself in front of a mirror will be of me holding a camera, which is limited in alot of ways, also i don't have people i can comfortably ask to take photos with.
Well, the wooden mannequins are not expensive, for a couple of dollars you could just try one and see if that works for you.
You can also try a 3D program. www.terawell.net has a program called Designdoll, that's specifically made for making references . It's not complicated at all. The free version is pretty good, you're mainly missing out on a catalogue of poses and models.
Get yourself a cheap tripod and use timer on your cellphone. There are even apps that take a timed number of pictures with a defined interval.
I would actually be reluctant in recommending a 3D poser model off the bat. For a beginner, I can only think that it will help with proportions and musculature familiarization. I don't recommend it for poses because you'd need to be weight distribution knowledge to keep it believable and floaty-proof. The closest to a real life model the better.
A little something that I've been working on. The chibi is one from the set for the Express Yourself contest in Barabox.
$70 is really steep. fortunately the free trial basically does most of what I need. here's an attempts.>>7746
*Has been drawing for 8 years and has been studying at uni for 3*
*people online look at quality of work and assume beginner level*
What the hell is wrong with this model's legs
Looks a bit cross-eyed for some reason
We can see that you tried a bit of foreshortening in the right legs and arms, but it really looks like the forearm is connected straight to the shoulder and he has a shorter leg.
Some things I noticed off the top of my head w/ super quick red lines.
The neck could be thinner and start a bit higher. If he's got abs then I'd assume he is somewhat muscular so the rib cage would not be so prominent. Same thing with the hip.
On the arm, the back of the hand wouldn't face the same direction as the elbow in a relaxed position and makes him look stiff. I would suggest trying to assume the pose you are drawing like >>7731
I get that you use some type of ball-stick skeleton to plan, and I used to do that too but I think it'd be beneficial for you to take a look at how muscles fit together. I'm sure someone else already mentioned this but try practicing using poses in reference photos and draw what you see, not what you think you see.
No better rule 32 than on model rule 32 (or close to it). Damn it Taro these pics are too hot to be left barely finished especially Flynn.
Thank you, my favorite anon.
I will need to do some work on my situation IRL so i can access people who are willing and effective models but until then this was good.
Someone has already made that comment before when I was asking about 3/4 heads before, so I need to pay more attention I think.
Also I watched some YT videos on male anatomy and realised that my characters belly button was super low down, it apparently sits more inline with the elbows and the bottom of the rib cage. Also I fixed a problem with his obliques where they didn't they didn't exist.
Ooh, very impressive. The only thing that I can say is for a Loonytune style body, you can definitely (and are probably encouraged) to push for a more dynamic and silhouette-friendly stance. Other than that, keep it up!
I'm putting more effort on back ground once again. My worry now is I hope the scene doesn't get too cluttered that I end up deleting elements in the setting. Yup, it's suppose to be Episode Gladiolus.
A small thing that I feel makes a big difference. The same issue I first noticed with this pic >>7130
that I want to make sure that you are aware of.
Because of how you began the head like an elongated sphere (which incidentally is the shape of a wooden maquette head), the heads ended up looking like they have receding jaws. Just make sure that when you draw the latitude line of the head, the lower part of the face goes straight down instead of inwards.
If it is your intention to draw them as that, that's fine but like I said, it's a minor adjustment that makes a difference that you should be aware of.
Connor, however, is developing a bit better. I see that you've sort of self-corrected his chin when you drew the beard. I want to highlight what you did with the strand of hair going from the side of his temple draping on top of his ear. The way you've overlayed your lines gives the hair fullness and shape so kudos. Good improvement compared to your necro hair. Watch his eyes though. The pupil is creating a visual tangent with his lower and upper lids.
I have to admit that the pose could have been more dynamic, but, maybe I was more interested in giving a more … barbaric tone, Instead on a more cartoon tone?, I don't know, maybe it's because Taz's body is very strange XD
Thanks for pointing it.
Anyway, it's interesting make … mature versions of cartoon characters.
I think i fixed the visual tangent problem and adjusted the chin to move more forward.
Also for the hair I was using the linked photo image as reference. <3 guys with long hair.
as for the necromancer i think it was at least in part intentional as their hair is very flat and lifeless characteristically.>>7904
I think i see what you mean and it might just be bad posing, but i don't think i can correct that without completely breaking the work apart so I'm just going to have to save that for next time.
Yes but even that hairstyle has substance to it. It's not hugging the skull, just as the beard does not hug the chin. It's close, but not close enough to not make any distinction at all. And if you do not add this distinction it will appear as if the skull or chin are much smaller than they should be. >>7564
Has a good example of this mistake with the beard…. there's also a few other mistakes but we'll just focus on the beard mistake for now. Always remember that hair has mass, so you have to be sure to convey that it has mass as well.
lifted his hair off of his head sum more, I didn't change the beard too much, the beard isn't supposed to be as long as it is in the reference pic I was mainly just using it for the hair.>>7815
here's another reference I'm using for another drawing I'm doing. Its not a photo but its a lot more anatomically sound than the reference I made in designdoll. posting the preliminary limb indicators and attempting without using a ball stick skeleton.
Its a good thing to pin down the foundation before you start putting work on the details.
Lets check out the gesture line first. I see that you recognize that it is an S-curve gesture but you drew the C with his spine and this partly led to a confusing flour sack. Don't let his tapered T body shape fool you. One of his (stage) right side is definitely taking the compression.
Check out the Kouros and David statue comparison. The Kouros does not show any compression and therefore looks stiff. David, which is much closer to the pose your 3D render has, has a compressed right side and stretched left side. The right weight bearing leg holds the body up so the shoulder compensates by counter balancing into the other direction. This is a hidden benefit of you doing your own poses, you'd know how the weight distribution would work.
I suspect that it may have been the leg and the connecting tissue that confused me about the shape his lower torso was making.
I went ahead and tried blocking our the muscles, as >>7815
suggested, as what I see, instead of a ball stick skeleton.
First thing first: Kudos on including a background!
That being said, there are perspective related issues that I want to point out. I'm using the bed as the reference but the most noticeable one is the tabletop with the lamp doesn't align with the bed. Is this on purpose?
One of his hand and foot lays independent of the perspective so I would re-orient them. Please excuse the clumsy looking hands, I'm unfamiliar with gorilla digits.
Speaking of feet and digits notice his other foot without the perspective issue. On the original his fingers are all parallel to each other. Seeing 5 lines in a row ||||| visually flattens the form. I would vary it a bit by angling.
His tent is a nice touch but due to its size, I would stretch out the whole front of the material.
his upper torso I've outlined how I would draw the musculature. His (stage) right hand is doing a very hard pose so I would put more attention into pinning this angle down. Perspective-wise, his bicep should be in front of this forearm.
Actually, scratch that bit about his stage right arm. I just realized that he's holding and looking at a phone.
>First thing first: Kudos on including a background!
Thanks, my latest stuff has been lacking backgrounds and i wanted to push myself.
>One of his hand and foot lays independent of the perspective so I would re-orient them. Please excuse the clumsy looking hands, I'm unfamiliar with gorilla digits.
I see, his feet hands can be fixed with the reshapening tool(Hopefully) and your how you drawn your digits are pretty well done.
>His tent is a nice touch but due to its size, I would stretch out the whole front of the material.
Ah, no wonder it looked so weird when i tried to draw his pitched tent the first time. thanks for pointing it out.
his upper torso I've outlined how I would draw the musculature. His (stage) right hand is doing a very hard pose so I would put more attention into pinning this angle down. Perspective-wise, his bicep should be in front of this forearm.
Muscle detail knowledge is something i lack, i really should look into finding a book on human muscles. But thank you on the areas i needed to improve on.