Hey pidgeon! Thanks for revisiting my sketchy book.
I like what you got going on with the fantasy stuff with the gladiators etc.
About animation that you are doing, I think that instead of doing those super-detailed ones you should do simple figures that are simple in their base and construction - don't even need faces. It will be faster to animate this way and you can try out more stuff in lesser time.
Also if you don't already have it, Richard William's "The Animator's Survival Kit" is a must for anyone intrested in animation.
"I wish to paint in such a manner as if I were photographing dreams" - Zdzislaw BeksinskiMy Happy Little Sketchbook, please check it out and help me get better!
Queen and Princess concepts. Rough sketches, Muchas inspired design.
p sage: Oops, okay I adjusted the perspective on the next set of concepts. Thanks
Black Spot I went a head and kicked some more boxes for a few minutes. I think you are right and the center of gravity is a bit off. The back leg should be more forward.
LORD M I'll keep consulting that book. I got eager on the fancier stuff and I should make stick figure work out better first. Thanks
Last edited by Pigeonkill; August 28th, 2011 at 06:46 PM.
p sage Those are just for character concept practice. Thanks
Swan illustration in progress.
I polished the Swan illustration. Female barbarian in progress
Last edited by Pigeonkill; September 2nd, 2011 at 05:21 PM.
Fumble: Thanks, I have more characters to come.
Female Barbarian Soldier Concepts
Dude...all these game resources are looking awesome. Especially the environment /
map designs on the last page.
Couple general points for improvement:
1. Depth and Volume. You have a tendency to let things go flat and seem
like they're paper puppets.
- in drawing, try to use more lines that describe overlapping and contours.
- basic shapes are important, the place to start, but to be interpreted as
'real' (therefor compelling) you have to move forward to suggest volume.
- use a VARIETY of lines and shapes. You have a tendency to use lot of
angular, triangle-type shapes and straight lines.
- Its important that a figure have a cohesive 'flow' and not just be a series
of shapes that are stuck together (not a big problem, but be aware).
2. Palette and Mood. You have a very strong tendency to use the same
colors and combinations of colors together. Not only that but you have a
tendency to keep using the same lighting (a dim, warm, orangey glow).
- try doing some painting with a restricted palette (say, all shades of blue)
- experiment with the effect of color and light on MOOD
- going back to the point about depth, think about Lighting, not just
rendering. So the light source should not always be so diffuse, but
should rather clearly be coming FROM somewhere and describing Form.
3. I probably shouldn't even say anything about Proportion, because somehow
you always seem to make it work. However, a lot of your characters seem to
be more like dolls or action figures than humans. Particularly on some of the
bulkier figures, the shoulders and hips seem dislocated and far too broad.
- Understand it doesn't look BAD, I think you make it work by a having
good design sense, but, again they look like toys, not people.
- now that I think about it...WHERE IS THE WORK FROM LIFE?
Anyways, loving your work, relentless creativity...keep it up!
Last edited by BludHund; September 5th, 2011 at 03:23 PM.
sketchbook...a kitten dies every time you don't comment
“When forced to work within a strict framework,
the imagination is taxed to its utmost – and will
produce its richest ideas. Given total freedom,
the work is likely to sprawl.”
- TS Eliot
I'm agreeing with BludHund, especially on the shoulder width.
The swan picture turned out great, but I sort of like the coloured line one best.
I went through all the character concepts. Broad shoulder tucked in. Torso and leg adjustments.
I agree the pose looks a bit flat. Some of the mirrored designs, ambiguous lighting, and unrefined areas was done to speed up the concept work, which don't help it pop up as much. I should throw some engaging poses or 2/3 views. Sometimes there's ambiguous lighting for game asset so items can bunched up easily in inventory. An interesting strong theatrical light on side of a character face makes for a good dramatic illustration. But it might end up hiding an important scar or tattoo that defines the character on a reference sheet. Though ambiguous lighting makes for bad habits and doing that all time and it isn't good practice.
For my painterly style.(Book covers, fantasy illustration) I agree I have been guilty of using the same Palette and Mood. (dim, warm, orangey glow, is my favorite and time tested for me. Maybe I can swap out cool highlights to warm backgrounds) I'll take your suggestion and maybe do some restricted palette/studies. For some people doing 1-2 tones painting is easier than with more colors. For me it's opposite at times.
It took a while to break the habit of using less air brush and more hard round brush to avoid getting muddy colors from earlier comments.
The triangle-type shapes and straight lines issue. That's a deficiency on my part. If I'm not sure of the curve on something, I'll try to break it down with straight construction line and reference. If I'm still not sure I end up leaving that straight line in. Ack I need more life drawing. As of late I have been drawing live critters, squirrel, rats, and birds instead of people. To amp up my creature designs a while back. Gnoll mention those straight lines issue too before. I need to fix that.
Great critique, I would have to really have to revamp my approach. It is a lot to digest. I think I have more character line up. I'll try the pop up more, define lightening, overlapping shapes. I might have to keep that coloring the same to keep it consistent with the others for the last set.
BlackSpot: I'm okay either way with or without the extra outline. Here's another sample testing your preference. I adjusted the shoulders on the characters.
Last edited by Pigeonkill; September 12th, 2011 at 01:50 PM.
Water color sketch of landscape. Rat sketch from memory. Animal study from a book.
Good to see regular updates, hard work going on.
Blundhunds critique is excellent (as often the case), and it is a lot to digest. Take it one at a time, but don't forget them!
HunterKiller_ Thanks. Yea Blundhunds gave great feedback.
Study done with reference and limited palette. One colorizing one version. Speed paint on the environments, trying different color temperatures.
Last edited by Pigeonkill; September 17th, 2011 at 11:33 AM.
The study turned out well. The water colour landscape is very bitty.
I still worry about armour giving the warrior the right amount of movement to fight. At least yours can take a slash when needed.
Black Spot: Thanks. Yea I think the armor might be too thick his left arm.
I painted one of rat sketches. Halloween is just around the corner, time to draw witches and stuff.
I had a weird week. I was suppose to have a gallery show but the director flaked out at the last minute as well as another project. Apparently in the neighborhood were I live, we have an mini arsonist running around. There was smoke about a block from my house and I checked it out. Only to find group of teenagers gawking at a small flame casually by a fence, one of them bending over extending their arm to it.
I yelled out at a neighbor there was a fire and the kids scattered. So I ended up rushing for my camera, calling the fire department, and help put out the flames with other neighbors while help arrived. Luckily nobody got hurt. This is the second time something like this happened. Oh well back to work.
Last edited by Pigeonkill; October 7th, 2011 at 05:00 PM.
Black and white sketches, inspired by Cheng Du.
Last edited by Pigeonkill; September 30th, 2011 at 01:43 PM.
nice sb huge improvments i like how you revisited an old painting and posted them together really nice job on that one. Also really nice gesture sketches
prsnsweeney Thanks, it's always fun to revisit old piece for a remake.
Quick drawings of cars while passing a parking lot. I then would go home and played with different paint styles.
I have been practicing with Adobe Flash and made a parody with the casual game Backyward Monsters on facebook. I used a lot of sliced parts from the game ui and 4chan memes. Basically in the game you would raise an army and expand your outpost/empire. Sometimes empires dominate too much and other players would call in a "jumper" to get their land back from bullies.
I wouldn't mind working for kixeye, bym is currently one of favorite casual games.
Last edited by Pigeonkill; October 15th, 2011 at 12:25 PM.
those cars look pretty good i like the last one the best
nice mice dude! love the first one in #767, too!
razv23 Thanks, I'm still working on getting the fur, to look more like fur.
p sage Thanks man.
I illustrated this Cow Ruminants museum panel a while ago for East Bay Regional Park District, Tilden Park. The big kid in me always wanted to see an animated version, not just a static diagram. Through the magic of program Flash, this cow can now take a dump
Another speed paint from a sketch.
Hahaha! You've put a lot of love and care into that cow's release.
The centaur has some great movement and I like it a lot. The cars seem to have wonky perspective. The quick sketch is fine, but I'd like to see you push it a lot further.
And then there's the cow. The cow is fine. They kind of pooh a lot messier though.
p sage Thanks, I never knew how cow's bowels worked until I got that assignment.
HunterKiller Yea that was the fun part.
Black Spot Those were quick sketches just passing a parking lot. I would love to reach the precision of an industry designer one day. Messier cow pie, that would be more funny
I watched Discovery Channels Blue Planet and did some of those critters from memory.