Mercenary
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    Mercenary

    Criticism please!

    This is the first human I've digitally painted.

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    The textures and the rendering of light and hues look excellent.

    However, the anatomy is really lacking. For example, the feet look to flat, wide and large...like you put duck feet on a human body. In the face, the eyes are slanted oddly and too small. The nose is too high up. On the rest of the body, the joints of the knee's are too unrealistic and the chest is too flat.

    Still trying to think of a clever saying.

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    I am in agreement with Applecide. Your rendering is really good and the texture of the metal is pretty cool. However the anatomy is weak and Applecide points out a lot of the weak points but the head also looks misplaced and the torso is too elongated.



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    Elwell's Avatar
    Elwell is offline Sticks Like Grim Death Level 17 Gladiator: Spartacus' Dimachaeri
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    A human body won't fit in that armor.


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    It almost looks like you are deliberately hiding the hands. One is almost obscured by shadow, the other is missing in action. With the wrist on the hip, you would at least see part of the heel of the hand.

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    Quote Originally Posted by Professor Az View Post
    It almost looks like you are deliberately hiding the hands. One is almost obscured by shadow, the other is missing in action. With the wrist on the hip, you would at least see part of the heel of the hand.
    Thanks everyone for the help

    Yeah I know, I've been caught I try to hide the weak points as much as possible. Next painting I'm going to spend a lot more time on proportions and designing the clothing / armor to actually fit correctly over a correctly proportioned body.

    Does anyone have any suggestions as to how I can better practice the proportions of my humans?

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    its really dark.... cant tell what it is... well.. i can.. but it needs to be brighter the lighting is really dark..

    and maybe have the hands do something instead of being hidden..

    good job though keep it up!!

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    Quote Originally Posted by goddard11 View Post
    Thanks everyone for the help

    Yeah I know, I've been caught I try to hide the weak points as much as possible. Next painting I'm going to spend a lot more time on proportions and designing the clothing / armor to actually fit correctly over a correctly proportioned body.

    Does anyone have any suggestions as to how I can better practice the proportions of my humans?
    Don't try to hide the hard points, it will only slow your development.

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    Quote Originally Posted by goddard11 View Post
    Does anyone have any suggestions as to how I can better practice the proportions of my humans?
    I'm going to play a broken record of mine....

    "Draw from life... Draw from life... Draw from life..."

    Sign up for some life drawing classes, and get that anatomy nailed down. Draw what you see, not what you think you see. Observation is a skill that is easily overlooked, and often ignored. If you can't afford classes, at the very least use photo references, or ask someone you know just to sit for you while you draw them. Work quickly, work loosely, and focus on the proportions and shapes that make up the human body. Forget the details for now, the idea is to memorize how real people look. Once you get that nailed down, then revisit your work.

    You'll be glad you did.

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    mes is offline will draw for food Level 2 Gladiator: Ordinarii
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    Actually Goddard11, your proportions in that painting aren't too bad, The main problem is the chest - should be bigger, Use your character's head length as a measuring stick:

    chin to nipples=1 head
    nipples to belly button=1 head
    belly button to crotch=1 head
    crotch to knee=1-1.5 heads (depending on how tall person is)
    knee to ankle= 1-1.5 heads


    Remember, Even when drawing a heavily clothed/armored person draw the body first (loosely and lightly), then "dress" the person, draw from the inside out.

    What stands out to me the most in your character is the very stiff pose. Work on capturing motion and weight. regular gesture drawing is a MUST and should eventually become a method you incorporate in every stage of rendering.




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