Comments: 50
DeadCobra [2019-10-06 14:49:45 +0000 UTC]
Very cool
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NathanHall [2019-08-20 09:22:26 +0000 UTC]
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DEXXXAAA [2019-08-12 03:00:00 +0000 UTC]
Great work ! keep up !
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aliasjjj [2019-08-06 07:49:08 +0000 UTC]
Nice work..!
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BiTronicColarice [2019-08-04 06:50:28 +0000 UTC]
really sold the spatial depth here!
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Hill344 [2019-08-03 21:33:34 +0000 UTC]
Sato better watches out for that red barrel behind him. If it gets shot, it'll explode and take him the wall behind them. Neither will likely survive that, given the cracks.
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Hill344 In reply to DamaiMikaz [2019-08-05 18:20:25 +0000 UTC]
Now im relieved
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Halisi-V [2019-08-03 13:48:36 +0000 UTC]
This piece has good lighting, there's a real sense of depth here. It's nice watching you experiment with your style. You're improving a lot this year!
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DamaiMikaz In reply to Halisi-V [2019-08-03 13:52:13 +0000 UTC]
That's so nice to hear. I felt like I was really slow this year ^^
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BrainDigger [2019-08-03 11:25:39 +0000 UTC]
I'm just going to address the technical side of this drawing so bear with me.
First of all, the perspective looks great here. I love it. I like how you don't fall into the trap of drawing a room's corner. You're better at drawing backgrounds than you may think.
The objects in the background feel a bit too much like they're still in "bounding box" form. It's very clear that the barrel is a cylinder and that the boxes are cubes. The one corner being cut off from one of the boxes helps but I think you can play around with the silhouettes of things a little more. Especially that barrel. If it has rings that protrude outwards, they should change the barrel's silhouette. You're also well aware that reference images should be used when drawing something new or foreign to you. You should've used reference images for the wooden pallet. If you did a Google image search for "wooden pallet" now, you'd probably feel a little embarrassed.
I really like the lighting. The sources are very clear. You clearly have good understanding of how light works.
Those white rims on the characters seem like a strange stylistic choice, though. It's like you're afraid the viewer won't notice the characters over the dark background. It's okay for characters to slightly blend in with the background. Even more so when it's a nameless, faceless characters like that guard. You could've gotten away with it on Sato if you hadn't drawn that white outline on the right side of his silhouette. I trust you to know well enough how to really draw rim lighting effects so these white outlines really just end up looking like a choice that comes from insecurity. Always be sure of yourself when making art.
The composition of the piece is great. I don't know if you're aware of what you did here, but it feels like you are. Everything points towards Sato. He's located exactly on the line between the left and central third of the image, the lights are all pointing at him, he is in extreme contrast with his background, the perspective vanishing point is on his torso, the cracks on the wall all point towards him. This is a very VERY good composition.
I hope I'm not coming off as too critical. It's true that I haven't put in nearly as many hours as you have into polishing my own craft and can barely compare, but I think I can at least give good advice. I know that you're an artist looking to constantly grow and improve despite being a hobbyist, so I feel like you can benefit from comments like mine, that aren't just stroking your ego.
Have fun. Keep being awesome.
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DamaiMikaz In reply to BrainDigger [2019-08-03 13:07:12 +0000 UTC]
Nope. You're not too critical or anything. Most of the stuff you bring up is quite valid, and a lot of things about it have passed my mind as I was working on this picture.
I usually go through a couple of sketches, moving characters and objects around, and putting in some values, before coming to the final composition that works best imo.
One of the earlier ones did without the items in the background, but felt too empty and boring to me. That's why I decided to add the clutter. In a way also as a sense of visual storytelling. I wanted the thing to give off somewhat of an industrial vibe, a place that's usually just worked in and not used to be clean and for the viewing eye of visitors and whatnot. The story that the snippet is based on (the longer version) also conveys that, but this is just a short snippet so a lot is cut out. As for the amount of detail vs stylization. That's always something I struggle with. On the one hand my drawings are quite stylized. The faces, the clothing, etc. I wanted the objects to fit in. It always irks me when people draw really stylized characters over a very realistic background and they stand out like a sore thumb. Really a pet peeve of mine. Also, adding too much detail to objects would draw the attention away from the characters. You see in a lot of paintings (also concept art) that the backgrounds are always rather simple and lack detail to draw the viewer's eye to the place that the artists wants the attention too, adding the detail there.
As for lighting. I admit that I get my lighting inspiration mostly from movies and cinema. Not realistic in the slightest (I don't know if you've ever looked up the average lighting plan for a movie scene, it's insane!) but it does help to convey dramatic moods and details that would've otherwise been lost or overlooked in realistic lighting. The rim light is such a stylistic choice. Not realistic, I know. I tried without but imo it didn't bring the right focus on the man in the foreground as him and his menacing weapon got kinda lost in the dark wall next to him.
As for composition. I'm still learning. I've been reading a lot on cinema lately and how to lead the viewer's eye through a certain scene. I hope it'll be paying off
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BrainDigger In reply to DamaiMikaz [2019-08-03 15:10:04 +0000 UTC]
It's funny that you'd bring up cinematic lighting. I happen to be a student animator.
This includes practicing work with video and stop motion so I had to set up some of those lighting plans on my own a few times. I usually stick to the basic three point lighting method, though.
I also have to practice lighting plans constantly for 3D animation.
Anyway, I really think you could've done rim lights better. A rim light wouldn't create a white outline for the character from both sides unless the character is standing right between the light source and the camera.
I get that you want the background to be stylized and simplified but right now it looks like low-poly models with textures on them. There is another step between this and complete photo-realism. You can also emulate depth-of-field and blur out a few bits.
Like I said before - the composition is perfect. It's a little by-the-book, but there really isn't anything wrong with that.
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DamaiMikaz In reply to BrainDigger [2019-08-03 15:26:47 +0000 UTC]
Well, guess the difference is that I don't have any study or professional take on it. I mostly learn from watching movies and reading blogs and stuff.
I figure it helps a lot when you're actually have someone from the industry helping you catch on to it.
Then again, courses are expensive and I really don't see the value for me personally, as I'm not intending to turn this hobby of mine into a job (and I don't have massive extra money to spend or anything)
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BrainDigger In reply to DamaiMikaz [2019-08-03 16:16:02 +0000 UTC]
Heh... Courses can be useful, but the academy mostly relies on independent study.
Sure, they teach a few basics in every course but they leave most of the technical stuff up to the students to figure out.
They want to focus on teaching artistic thinking. Deal with content rather than technique.
I wouldn't suggest anyone without the intention of working full time as an artist to join the academy and I wouldn't suggest anyone with good enough self-learning capabilities to invest their time and money in technical courses. There's so much information available for free right now that it's ridiculous.
What really is worth money in terms of learning and teaching is critique. Getting a professional's opinion on your work and their suggestions is the best thing you can get when it comes to improving in the field of art.
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DamaiMikaz In reply to BrainDigger [2019-08-03 16:33:00 +0000 UTC]
Yeah. I think critiques and contacts with professionals is the best thing art schools have to offer. Both of those are hard to get by when you're not in there. Up to a certain level it's easy to get feedback and there are a lot of internet groups you can go to, but once you're past a certain level you're pretty much on your own
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sepiame [2019-08-03 11:24:46 +0000 UTC]
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EricGodbach [2019-08-03 11:16:07 +0000 UTC]
le contre-jour est réussi
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Neelai [2019-08-03 06:54:20 +0000 UTC]
Cool!
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warrior31992 [2019-08-03 02:15:59 +0000 UTC]
Awesome and epic
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firerockbird [2019-08-03 00:13:02 +0000 UTC]
Amazing work!
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Whetsit-Tuya [2019-08-02 22:12:28 +0000 UTC]
Is he wearing yoga pants with converse
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Burksaurus [2019-08-02 22:06:26 +0000 UTC]
Looks great
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DamaiMikaz In reply to Sereida-Arts [2019-08-03 11:25:58 +0000 UTC]
Yeah. I wanted to make somewhat of a contrast
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Xender1500 [2019-08-02 20:51:09 +0000 UTC]
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DamaiMikaz In reply to Xender1500 [2019-08-02 21:26:44 +0000 UTC]
It's because Sato can't fight for shit XD
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Ghost-Freak [2019-08-02 19:52:10 +0000 UTC]
sato is like a vengeful litte ghost that haunts you to death
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DamaiMikaz In reply to Ghost-Freak [2019-08-02 19:56:18 +0000 UTC]
Only if you hurt his friends ^^
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meepmorp69 [2019-08-02 19:25:46 +0000 UTC]
Intense
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Jaydenwolf07 [2019-08-02 19:04:37 +0000 UTC]
Area 51.this is good great job
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