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Those last ones were referenced, by the way.
So glad we can post again!
Lots of master studies. I joined the LevelUP! program here on CA.
Top to bottom:
Paul Gabriel - windmill
Isaac Israels -?
Gerome - Pygmalion/Galatea
Johannes Bosboom - Church interior
Henri Motte - Siege of La Rochelle
Last edited by Anthis; May 23rd, 2014 at 05:35 PM.
I occasionally join art contests on various game forums to get a 'feel' for different kinds of work. Tried some icon/logo type stuff.
The small ones are meant as icons for abilities (actual ingame size, the game is Heroes of Newerth). Was challenging but had a lot of fun doing those. More than expected.
jow anthis! great to see you got started too!
ah, that's a little confusing. all your copies are on the right side, except the church interring where the copy is left. great start. you have a tendency to make some thing too narrow. keep an eye on that. I'll go find your lvlup thread and subscribe there too.
Thanks for telling me, I'll get that one study fixed. With all the horizontal swapping I often forget which version is 'original'.
I'm still trying to find my way in the LvlUp thing. I noticed people have portfolio threads and such but I have not created one yet.
Started doing lifedrawing again. Done at a place called Mezrab. Great place, nice people and good models. First poses are 1min warmups, then time gradually increased to 15 mins. Model was exhausted at the last pose.
Nice tip, actually. That would also help me remember the artists' name. I need some practice with that. I usually don't recognize the masters Manley shows in those lectures.. hehe. Mezrab is a nice place and pretty cheap at 5eu per session (2.5hr) They organize all sorts of things there.
More lifedrawings from Mezrab. Again, first poses are 1min. Time increased gradually with the longest pose being 20min this time.
These are all done for one of the Level Up exercises. This particular one was focused on drawing and line weight/quality. Learned a lot from the lecture as well as from the exercise.
The goal was to draw 99 skulls. 45 from reference (15 male, 15 female, 15 infant) and 54 (18 male, 18 female, 18 infant) from imagination.
I also added a cut-out from a biology syllabus (I used to study biology). I believe it was from a human evolution practical covering human fossils. This particular exercise focused on determining the gender of several skulls that were present. We were challenged to try this on our fellow students; you can easily feel these bone structures. I kept this page and years later I find it to be pretty useful.
Text is in Dutch but the image should speak for itself.
Hey there Hamorhage! Yeah I'm pushing out quite a lot of studies now. Just need more actual work of my own.
The skulls should help me with heads, yes. Its pretty useful to know 'what's underneath' the face. Especially from different angles (though I'm still struggling with that). No need to know every single detail, but its good to know the basics.
Below is my entry for this weeks Industrial Design of the Week (#259, Darksharks). Topic was a melee combat mech, called 'darkshark'.
I Put together on the last day before the deadline, as the poll is up right now. I'm still working on it because I want to make it into a portfolio piece.
lot of updates I didn't see !
How re u doing man ?
Awesome thing, you enlisted in LevelUp and doing life drawing.
not much to crit for now
a suggestion for last one: the gray value is dominant, maybe some part could have a darker local color (or maybe it's the next step)
good luck with your next update
Since you said you want to make the mech into a portfolio piece, I'll try and throw some critical ideas that came to me on here.
I really just have 2 issues:
* The pose is drawn in 3/4th, where I should see the side plane (right side) of the mech. This side of the upper right leg (left leg form the mech's perspective) is not visible on your image instead we see the inside of the upper leg.
* The reason for the arm on the right to be held up. I think about posing and especially a reason for drawing a particular pose. Since the rest of his body seems to suggest a "stand down" pose, I would just draw the arm down and keep the thumbnail with the weapon in his hand. Also the lightspark coming from the mech, it indicates that something is happening...but the pose is static. So the question again: is it important / Does it serve a purpose?
Artwise I can't really contribute since you blow me out of the water with your rendering Keep up the great work, and keep asking those questions. Everything needs to have a purpose
zou; Thanks man! Great to see you're doing a lot of work too! I'm working pretty hard on LevelUp. I wanted to do the last robot piece completely in greyscale. And then add colour layers later on. Just to try something new.
Hamorhage; Thanks, those are some very valid points. Especially about the purpose. The legs are mostly messed up because of indecisiveness. No solid plan. The lightspark needs to be some sort of jet engine exhaust, resembling a shark fin, to tie in with the theme. I tried to position the arm so that I could show some different weapon options but the engine thing is basically blocking that. Just needs a revision.
Starting off with a batch of lifedrawings. I've been enjoying these a lot lately. They also made me realize you can push out a LOT more work when you're focused.
Simple sketchbook, 24x32cm. 3B,4B,5B pencils (varies). I also tried conté a few times. A lot of these are on a short time limit (1 or 2mins). Then there's usually a few poses of 5 or 10 mins. Session is concluded with a couple longer poses (15, 20min). Work from the last two sessions below.
I've been spending a great deal of time on studies for LevelUp lately. We'll have more 'work of our own' soon, which I'm looking forward to.
For now, lots of master studies!
Many different approaches, and the time spent also varies. Trying to get a bit more effective with my brush marks.
those studies are inetresting, Im realizing there is so masters I never heard of and having very good work (imho).
Your values are very precise
I suggest you use some Photoshop bristle brushes (the ones that shows 3D preview in the corner)
you'll have more control over brush stroke and more variety