This thread rules, there's so much to get into and learn.
Sorry if I missed it in the OP, but were there any links/videos/books for creating sprite art, pixel-by-pixel? I'm talking about making pixmaps, as opposed to scanning drawings and zooming until you have the individual pixels.
It would be helpful to me to have some good tutorials that take a real world image (say, a mouse) and deconstruct it in 2D with abstract shapes, perspective, and color theory. Then maybe touching up the sprite with shading, tessellation, anti aliasing, and other techniques?
There are so many links. Is there a recommended vid or article to learn figure drawing? I want to be able to draw characters without a reference.
Prokos Figure Drawing Fundamentals Series Stan Prokopenko goes over fundamental figure drawing in a pretty comprehensive, structured yet entertaining way. This is a great starting resource for figure drawing that fundamentally prepares you.
There are so many links. Is there a recommended vid or article to learn figure drawing? I want to be able to draw characters without a reference.
DEATH;164187100 said:Not a vid, but a series of vids. I don't think anyone can cover all of Figure Drawing in one vid/article.
For drawing from imagination, you need to draw a bunch of reference first so you will know which looks "right". While you do that, focus on drawing gestures first, as it is pretty much putting the main idea/blueprint in the paper first. It doesn't hurt to write what you want too.
Oh my, those initial Proko videos are pretty great, been struggling with figure/gesture drawing but those videos were a great reminder of key basic elements in figure/gesture drawing.
I felt very stuck and frustrated these past 2 weeks when doing daily sketching, until I saw those videos, it was like finding missing puzzle pieces, which were keeping the overall element in a fog.
I guess the term here would probably be, "If you look too far ahead, you will stumble over things, which are right in front of you".
Does anyone here use a Huion H610 Pro? I bought a Cintiq 12WX years ago, but I wasn't really happy with it when it came to digital painting because the colors were off. I still use it for sketching, but I kind of want to get rid of it and go back to a regular graphics tablet.
Do we have a specific thread for WIP?
I figured that this one was for progress while learning. The Art-a-Day one is for projects that you finish in a day's time and that Arts and Farts was finished works.
Or at least that is what I figured.
Cheers.
Started working on a Dark Knight Returns sculpt last night. Still trying to build a competent portfolio. Looking more and more like I'll try to make this a full body sculpt. Maybe I'll finish a Harley model to throw in as well.
Very kind of you, thanks. It took me quite a while to get anything remotely realistic but one of the big wins in ZBrush is how relatively easy it is to get started. Like anything else, practice, practice. Hard surface on the other hand, completely lost there. Need to get a handle on Maya but end up frustrated that I can't just jump in.That looks awesome. Most of your sculpts, that I have seen have been awesome. I am still early in sculptris. I can do cartoony faces but realism is still beyond me.
There's a lot of little stuff but I don't know if it makes sense to dwell on it. You remember the details through practice.
The part that sticks out to me is the hips though. The models left leg is too far out and the whole hip/leg needs to be cut down and brought toward the center of the body. You could probably cut half a head length from the end of the model's right arm as well.
DEATH™;166646680 said:Thanks! I always start my gestures exaggerated expecting it to stiffen out on the drawing process, so sometimes some parts do stick out too much. Also, I was trying for a contraposto but the legs are waay too off now that I see it.
As an action,I did some bean + torso studies. Next up is legs...
Please Critique!
DEATH™;166387388 said:Also, guys can I ask for help?
http://img11.deviantart.net/427f/i/2015/154/1/3/sketch_06_03_2015_by_tullao1979-d8vxfow.png
1. First, feedback please! This is done without reference.
2. I need help in case of trying to actually do a lineart based on this. I'm currently struggling to do a clean lineart based on the sketches I have. I really do not know where to start yet since if I just draw over the sketch, the whole thing looks waaay off and I cannot pinpoint why.
3. I am currently struggling on doing value work on the actual figure too. I am confident about doing values on a simple geometric shape but struggle so much on the figure. I understand that I need to go simplify first (basic lights and shadows on the primary forms first) but then, when I go for the secondary forms (the muscles) I do not know what to do.
One general tip: There are hardly any concave lines on the silhouette of the human form. Look at some master drawings. Notice how the areas that appear to dip inward are usually made with a series of convex lines.DEATH™;166387388 said:Also, guys can I ask for help?
http://img11.deviantart.net/427f/i/2015/154/1/3/sketch_06_03_2015_by_tullao1979-d8vxfow.png
1. First, feedback please! This is done without reference.
2. I need help in case of trying to actually do a lineart based on this. I'm currently struggling to do a clean lineart based on the sketches I have. I really do not know where to start yet since if I just draw over the sketch, the whole thing looks waaay off and I cannot pinpoint why.
3. I am currently struggling on doing value work on the actual figure too. I am confident about doing values on a simple geometric shape but struggle so much on the figure. I understand that I need to go simplify first (basic lights and shadows on the primary forms first) but then, when I go for the secondary forms (the muscles) I do not know what to do.
Study animation and any decent artist with a cartoonish style. Disney and Studio Ghibli films, etc. Maybe stuff like Avatar: The Last Airbender. Pinterest is a good place to look for reference, and those Walt Stanchfield books in the OT are useful.I love drawing but still feel like i have a long way to go. My top priority is to learn how to master facial expressions and the things that make faces unique and distinct from each other.
I'm always drawing the same face.
Any tips?
btw, this is probably one of the most thorough and helpful threads I've seen on GAF.
Here's something I did last night when coming up with a concept character for a story I'm writing.
http://imgur.com/wvp28AL
Study animation and any decent artist with a cartoonish style. Disney and Studio Ghibli films, etc. Maybe stuff like Avatar: The Last Airbender. Pinterest is a good place to look for reference, and those Walt Stanchfield books in the OT are useful.
Try not to just copy reference of facial expressions, but also understand the general principles behind them. The stretching and squashing and tension of flesh pulled across the underlying forms of the skull, like a rubber sheet stretched over a ball. You don't need to memorize facial anatomy. Just take a peek at some key muscle insertions like the nodes at the corners of the mouth and learn the general directions the major facial muscles pull those key points.
Study, apply, study, apply. It won't help to learn information if you're not actively using it to solve problems in your drawings.
The most useful thing I got from The Structure of Man was probably the simple technique of setting up proportions by taking a straight line and subdividing or extending it up or down until you've found whatever length you're aiming for. (That is, draw a line, divide it in half, divide one of the halves in half, etc.) This can be repeated to a high degree of accuracy, because dividing and extending lines is easy. It's super useful for everything from direct measuring (like comparing the size of one muscle or bone to another), to eyeballing measurements when drawing from life, to accurately placing construction lines, to copying master drawings. Proportions are really important and Riven's system is all about reliable methods of constructing an accurately proportioned human body. The Structure of Man is good but very in-depth. Hard to recommend to beginners.Thanks for that. That's an idea I can get down with - getting a feel for the rubberiness of skin. Much prefer it over memorisation of all the small muscles of the face. I'll try it.
I've got Riven Phoenix's The Structure of Man HD course. Anyone else seen it? It might be the most detailed and long tutorial i've seen on the human body and anatomy. My main issue with it is that there is so much to memorise.
It's all about basic head shape and the design and spacing of the features.Still trying to understand the secrets of drawing facial distinctiveness, though...
I love drawing but still feel like i have a long way to go. My top priority is to learn how to master facial expressions and the things that make faces unique and distinct from each other.
I'm always drawing the same face.
Any tips?
btw, this is probably one of the most thorough and helpful threads I've seen on GAF.
Here's something I did last night when coming up with a concept character for a story I'm writing.
http://imgur.com/wvp28AL
Thanks for that. That's an idea I can get down with - getting a feel for the rubberiness of skin. Much prefer it over memorisation of all the small muscles of the face. I'll try it.
I've got Riven Phoenix's The Structure of Man HD course. Anyone else seen it? It might be the most detailed and long tutorial i've seen on the human body and anatomy. My main issue with it is that there is so much to memorise.
Still trying to understand the secrets of drawing facial distinctiveness, though...
The most useful thing I got from The Structure of Man was probably the simple technique of setting up proportions by taking a straight line and subdividing or extending it up or down until you've found whatever length you're aiming for. (That is, draw a line, divide it in half, divide one of the halves in half, etc.) This can be repeated to a high degree of accuracy, because dividing and extending lines is easy. It's super useful for everything from direct measuring (like comparing the size of one muscle or bone to another), to eyeballing measurements when drawing from life, to accurately placing construction lines, to copying master drawings. Proportions are really important and Riven's system is all about reliable methods of constructing an accurately proportioned human body. The Structure of Man is good but very in-depth. Hard to recommend to beginners.
Understand this: Detailed anatomical knowledge is useless without tons of gesture drawing experience. Otherwise all you'll know how to do is create stiff anatomical dolls with no life or rhythm. A miserable waste of time, trust me. To avoid this you should study the figure like an animator would, with equal emphasis on gesture and form construction with simple volumes. Go ahead and study The Structure of Man too, but make absolutely sure you spend at least twice as much time on that other stuff. It seriously doesn't matter at all if you know what and where the Extensor Pollicis Longus is when you can't construct the arm and hand like a basic 3D model in any position.
Get Steve Huston's gesture and structure course from New Masters Academy. He's one of the best instructors out there. A living master who teaches extremely powerful concepts that you'll be able to apply right away. (Also check out his free stuff on New Masters' Youtube channel.)
Look up Peter Han and take his Dynamic Sketching course if possible. He teaches form building as well as anyone I've seen. Incredibly useful stuff no matter what you're drawing.
Finally, Michael Hampton's form based approach to human anatomy in Figure Drawing: Design and Invention is a huge help in bridging the gap between knowing anatomy and using anatomy.
Honestly, before you drown yourself in anatomy studies, I would do a lot of gesture drawing and basic form construction (from quickposes.com or Youtube videos, or better yet life), and refer to your anatomy books and courses occasionally when you feel like you could be more accurate with a certain aspect of the figure. Or, skim those resources all the way through just one time, then draw a whole bunch, then maybe revisit those resources a month or two later with fresh eyes and more experience under your belt. The important thing is to draw enough that you know what you tend to struggle with, so you can study with purpose later.
It's all about basic head shape and the design and spacing of the features.
- Example 1
- Example 2
- Example 3
- Example 4
found it!
Study animation and any decent artist with a cartoonish style. Disney and Studio Ghibli films, etc. Maybe stuff like Avatar: The Last Airbender. Pinterest is a good place to look for reference, and those Walt Stanchfield books in the OT are useful.
Try not to just copy reference of facial expressions, but also understand the general principles behind them. The stretching and squashing and tension of flesh pulled across the underlying forms of the skull, like a rubber sheet stretched over a ball. You don't need to memorize facial anatomy. Just take a peek at some key muscle insertions like the nodes at the corners of the mouth and learn the general directions the major facial muscles pull those key points.
Study, apply, study, apply. It won't help to learn information if you're not actively using it to solve problems in your drawings.
Do studies of yourself from life (hands, head, etc.) with a limited palette and a single light source if you can't get someone to model for you. Photography can't really capture the nuances of skin, which has both reflective and light absorbing qualities that can be very subtle. Things like underlying veins and subsurface scattering (that glowing effect when light scatters inside a material, like when sun lights up an ear from behind) create a lot of variation. There's also the issue of reflected light from the environment and surrounding objects. (Look underneath someone's chin when they're wearing a bright shirt and see how the shirt color floods the cast shadow.)DEATH;167245252 said:Need feedback this time on color use... Done without reference. I need help on coloring skin as I can't wrap my head around using other people's skin palettes.
Man I am definately subbing to this thread.
I honestly don't know where to start. I have been wanting to try to get back into drawing this past week. I have done a short life drawing class a couple years ago, which I was inspired to go on after reading Bridgman's Life Drawing + Human Machine (both of which I was given).
I still have a really long way to go. Sometimes my stuff comes out quite good for what it is, and at oother times I feel I have gone back 5 years.
Successful Drawing by Andrew Loomis. Maybe Ctrl+Paint.Man I am definately subbing to this thread.
I honestly don't know where to start. I have been wanting to try to get back into drawing this past week. I have done a short life drawing class a couple years ago, which I was inspired to go on after reading Bridgman's Life Drawing + Human Machine (both of which I was given).
I still have a really long way to go. Sometimes my stuff comes out quite good for what it is, and at oother times I feel I have gone back 5 years.
Don't try to emulate his style. Try to understanding his thinking. Draw a limb or something from the same angle as one of Bridgman's drawings and look at how he simplified the anatomy and exaggerated its structure. The same goes for Loomis. You don't need to duplicate his drawings exactly to understand basic proportions or apply the principles he teaches.I have Bridgman's complete drawing from life book. Overall I like it but he has a sort of unique style that can be difficult to emulate unless you have a lot of patience. He also has some wacky anatomy at times. I've been copying Loomis' figure drawing book as well, it's great but along the same lines it annoys me that his style can't be duplicated with regular graphite and drawing paper.
Do studies of yourself from life (hands, head, etc.) with a limited palette and a single light source if you can't get someone to model for you. Photography can't really capture the nuances of skin, which has both reflective and light absorbing qualities that can be very subtle. Things like underlying veins and subsurface scattering (that glowing effect when light scatters inside a material, like when sun lights up an ear from behind) create a lot of variation. There's also the issue of reflected light from the environment and surrounding objects. (Look underneath someone's chin when they're wearing a bright shirt and see how the shirt color floods the cast shadow.)
Pay attention to warm and cool tones. Cool light tends to produce very warm and saturated shadows, and vice versa. But the deepest shadows on flesh are almost always warm. There is no single flesh tone. Skin still looks like skin in the bluer light of evening. If your values are right you can get away with pretty much anything, color-wise, but don't forget that all local color is tinted by your light source(s). It's complicated business. Help yourself out by reducing as many variables as you can. (I bet you're starting to see why students in the old academies were made to draw from plaster casts before they were allowed to work from a living model with charcoal, crayon, and eventually a limited palette. It's tough to work with color if you're still struggling with proportions and placement and value.)
Look at how the old masters handled skin, especially in portraits, where there tend to be warmer regions (the nose and cheeks) and cooler regions (the mouth and chin area, especially for men). Often you'll see a lot of changes in saturation within a very narrow range of hue. Some knowledge of color theory regarding relative color would be useful here, because a cooler tone that looks green or blue could actually be a desaturated orange that's surrounded by more saturated tones of similar hue. You can learn a lot by going into Photoshop or something and color picking from high quality images of master paintings to see the palette they used.
Basically do lots of life studies (and master studies while you're at it!) and try to limit your palette as much as possible. If you see a purple, don't reach for the purple. Try to get it by dulling down one of your warmer hues first. And of course, always think about what you're seeing so you can make better choices. Why is there a deep red on her arm right now? Is it her dress color, reflected? Is her skin flushing? Is there a secondary light source nearby? Everything you see is telling you something about your subject or the conditions of its environment. When you comprehend why things look the way they do, you can start selecting the information you put down, modifying what you see. That's where the art comes from: how you see things and what you choose to show.
I'm not sure how much of this will actually be useful. It's all generally true as far as I know, but I can never decide how much to talk about the fundamentals, which are everything. Simplify what you see (squinting helps). Think in planes as much as possible (which direction is this surface facing and where is the edge where it turns?). Know the purpose of every mark. Value is actually far more important than color for making a thing look like a thing, because forms are just as clear in black and white.
Hmm, maybe you should just read Alla Prima by Richard Schmid and Craig Mullins' collected posts from the Sijun forums. You'll have to track those down yourself, I'm afraid.
Honestly you're reminding me of myself here in that you seem to get paralyzed by a need to know exactly what to do before you start doing it. This isn't a practical way to work and learn, especially with art, where there's an unlimited range of things you could research or try to micromanage. In his excellent perspective book, Ernest Watson recommends a ratio of one part theory to fifty parts practice. Not 1:5. Not even 1:15. 1:50.DEATH™;167275802 said:I got yah, and most of this I have already learned. What I currently struggling though is the "how" and the "how much" which is so far I'm totally lost. What I mean on "how" is, on a digital painting, how will I achieve the right things that I am trying to achieve like whether I want a sharp or softer edge etc. This is more software and digital painting skill problem and the thing is most of the tutorials online is not really aimed to help this, relying on "hey just find the brush that's right for you!" kind of thing...
The "how much" is well... how much. Like how saturated should I go or how far should I go. I am looking for something measurable.
Like for example. It's defined that local value is the natural value of your lit object. So if I want to render a object that has local value halfway between white and mid gray, I can go between that local value and black and I will get the core shadow value on a normally lit area and between that and my local value I will get my value range FOR THAT OBJECT. (Anything lesser than that will be crevice/occlusion). With this foundation I can freely go farther easier and divert from the rule if I could.
My problem when going to color is, most of the teachers do not teach color the same way. I mean, they teach by giving you THE PAINT. This totally breaks down in digital painting. I have learned alot more with HueValueChroma in a sense that they taught me colorspaces (the measure of hue and saturation), how much does different-colored light affects the color of the objects around (hence results in color-key and limitation of palettes), the difference between specular and diffuse reflection (results between differentiation of highlights, centerlights etc.) and how color change in a matte surface.
This approach is much more technical than the books by the old masters, requiring to understand light in a more scientific way. My problem now is so far, no one has any kind of research like this in terms of skin. Sources for scattering in general was already provided (thanks Prof. Garcia) but there is NO resources about skin or subsurface scattering. Like, how translucent is a layer of skin, especially with different skin colors? When I look at my arm, how much of the color is from my skin and how much is from my muscles/fat/bloodvessels/bones? How bright can the scattering go? Once I know those, I can paint skin easier, or at least make sense of my painting decisions.
---------------
Also, some skin ball paintings today...
Honestly you're reminding me of myself here in that you seem to get paralyzed by a need to know exactly what to do before you start doing it. This isn't a practical way to work and learn, especially with art, where there's an unlimited range of things you could research or try to micromanage. In his excellent perspective book, Ernest Watson recommends a ratio of one part theory to fifty parts practice. Not 1:5. Not even 1:15. 1:50.
So I suggest you learn by doing. Simply let go and allow yourself the freedom to experiment without caring about the end result. Think and observe, and try to make purposeful choices. Do many studies, and don't put on music and zone out as you work. Engage your mind. There truly is no way around spending thousands of hours going through basic trial and error if you want to get your skills anywhere near a professional level. Theory can light your way, but it can't make you walk a single inch. You have to practice a lot, wait for mistakes to happen, and then make your best attempt to work them out.
If you're looking for specific practical advice, pick a piece of art that has qualities you want in your own work and try to capture those qualities. Copy the picture not just once but 10 or 20 times, and really think your way through every aspect of the process. Try to isolate the mistakes you're making and work on correcting each one individually, maybe during a different study session. Test what you retained by doing little color sketches from imagination between copies.
There's not going to be a reliable formula for everything. If you feel like your knowledge really is lacking, read a good art book like The Art Spirit (which is superb, not just good) and see if it provokes an epiphany. But mainly look to nature. Paint your face or fist in different lighting conditions. You don't have to grasp everything there is know about the effects of light you're seeing. You can't. What you can do is use trial and error to work out what looks absolutely terrible, what kind of works, and what faithfully represents what you see, in certain conditions, and then extrapolate from there.
Improving your art skills is a grind, and that's just the way it is. While it's true that you'll have moments where something clicks in your brain and you'll suddenly notice a marked improvement in your abilities (often after a few months of consistent study), they are rare. For the most part it will be a process of incremental improvement, day by day, in the specific area you're pounding away at. 10 hours of studying the eye in profile might help you picture that feature a little more clearly without reference. A weekend devoted to constructing staircases in 2-point perspective might result in technical drawings being just a bit less mentally taxing for you later on. There's nothing mysterious about the process. It takes time.