Watch the way you're putting the pelvises on, they are coming out kinda skinny. Eggs are great, do tons more light studies like that, we had to do them in class before eggs, and boxes it totally helps to get a feel for light and shade. Just keep going, I know you know what it takes!
The first one is just your knees being too small. And how there's no continuity or gesture through your legs. So more thickness to your calves as well. Also a little of gesture for the back of the figure.
The 2nd one is where I think you're facing more problems. Perspective on your faces. Essentially, your eye perspecs don't match your mouth, nose, etc. You have your face perspective, but your features perspective don't lay or match the face perspective. Your cheeks are also too far out on one side and too far in on the other for perspective. Hope this helps. If you need more clarification, feel free to ask.
Try some life drawing! The anatomy stuff is great but I found that doing life drawing helped me learn even more ( in combination with anatomy ). Try to find an open session around you and drop by and see how you like it. Other than that draw more from life with still lifes and maybe get some friends to sit down for an hour or two! Cheers!
Hey, sorry for the late reply. I didn't see you post and wasn't sure if I was online. Uhm. For your designs, I kinda feel like you're going for just cool looking designs vs actual design. I was simply taught that design was more problem solving.
With that said, it's kinda hard to tell what your designs are trying to solve just by looking at them. You have to take into account the situation and story. Are you designing for a game where you have to consider how the person/creature would attack? Then you'd have to consider if it's sneaky and crawls around behind you and what kind of weapons it would use, claws digging into back, tail wraps around person, etc. That usually kinda pushes the direction of the looks. Or are you designing for a story? Is it suspense? Is it a proud creature? Metaphors help here. A tornado like barbarian? A composed diplomat like barbarian? 1st one would throw things everywhere and leave a mess everywhere he went. While the 2nd one would probably be more like a composed warrior. And consider strategy, etc.
You also have to take into account influences. I see scales, feather, and seashell on yours. You could probably incorporate more of those elements into your design. Coral reefs, what seahorses actually look like. Birds, etc. That research should also influence their postures and what they wear. Right now, they're all in the same pose. Think about what kind of creatures your designs are. Are they wily, proud, sneaky, arrogant, etc? This is character design.
In terms of how you designed your elements, the three characters are very symmetrical. This tends to kinda makes them boring. Also consider your silhoutte and how interesting that is. Putting armor on someone should change their silhoutte. With your drawing, take into account the thickness of items (The armor as well as the straps securing the armor.) http://i224.photobucket.com/albums/d...sSilChange.jpg
Another thing to take into account is your material. Everything pretty much looks the same. This is harder to do when you're just drawing, but thickness and how your draw the materials/strokes you use to represent it helps. Textures also helps you define these materials more. http://i224.photobucket.com/albums/d...fMaterials.jpg
Overall though, your 2nd design (Bird guy with hand blades.) is probably the most successful. The posture seems to fit, laid back and relaxed, agile. The details are just enough, not overdone. You have different materials in there, keeping it interesting. Good seperation of areas. (Skin to cloth to feather to metals to claws.) It's just the drawing, but be careful of the scales on the bottom of the cloak and to the sides of the hip drawing attention away from what you want to be the focus. It makes the eye move in a diamond formation. Especially near the bottom of the cape/cloak. The extreme contrast between lack of detail + lots of detail draws a lot of attention to it. The correction drawings was less about character design than trying to make it interesting and seperating your materials, etc. I tried to go off what you were doing and attempted to show how you could draw it better rather than how you could design it better. For that, you'd have to do more research, on seahorses, aquatic materials that you could incorporte into armor, feather ornaments, birds, etc. Other than that, remember that the face is generally what sells it, with some exceptions. So always try to create interesting faces or faceguards/helmets. And use the other elements to frame the face area.
Added after seeing fleshed out design - The perspective isn't that much of an issue anymore since you turned it. The feather cape is cool. Not too sure the extra details in the pants helped. I think it might be too much. Remember contrast (Between lots of details and lack of details) to show areas you want focus in. The bird face/helmet could probably be more pronounced instead of being so flat. It'd make it more interesting and more like a bird. The character is really heavily detailed in the bottom and light in the top. Not too sure of your intentions with that design decision, but just be awarer of it.
A few things about life drawing. The drawing below the sink, essentially the last study you uploaded. Be careful of the abs cutting into the body. That shouldn't really happen especially when the belly is thrusting out. I think you're confusing the rib cage and how it sits and it's influencing your drawing of the abs. (Actually, not really sure what's happening. Your outlines indicate that it's right, but the inside is wrong. So you could just be drawing right and showing the bottom plane of the ribcage. In which case, ignore top comment.) With the loomis mannequin, careful of the short legs. And one of your girls had abnormally thin waist. Good job on analyzing the dog and breaking it down into planes. Your life drawing analysis are really good. Try to incorporate that into your designs more. Think about the thickness of your items. Thin belt vs thick, heavy belt. It'd add more variations into your designs. Not everything is paper thin.
Last edited by EvilBunny; June 27th, 2012 at 02:43 AM.
Duuudee thats it ! you have convinced me im not working hard enough ! your working hard and its looking awesome !!!!!! I especially like your pencil anatomy with the contrast of light and dark lines ! something im trying to learn at the moment, and the zbrush is awesome