Great colors and shapes. Got some Don Bluth vibes in that expression
Great colors and shapes. Got some Don Bluth vibes in that expression
Thank-you Kindly :D
Love me some Don Bluth!
Great tones and shapes in the shadows on this one!
Thank - you for the feedback :D
Great color choice on this one!
Thank-you :D
So I'm finally getting around to your request, sorry for the delay. I'm just going to leave it on this submission, but I'm looking at a lot of what you've submitted.
I don't know what your long term art goals are, so I'm going to give you fairly general tips on how to improve. If I'm off the mark in any of my assumptions on what you're shooting for, sorry but it's what I got. The impression that I get from your work is that it is very much couched in darker sci-fi and comic art. You're at a point in your art where it looks like you're breaking into more complex forms and figures. I read on your page that you're self taught and it looks like you're kind of jumping into the deep end with the character design; and that is fine. However, if you are looking to maximize your learning efficiency the best thing you can do is really work on your fundamentals. It is boring work at times and can feel like a grind, but render some shapes. Sit there and draw from life, work on depicting 3D shapes on the paper or screen. Work on pumping up your contrast and value range. Do simple perspective studies in one, two and three point perspectives, and then shade the blocks in with single and multiple light sources.
This is the fastest way to improve. It takes a lot of work still, but that's how you min-max on art skills.
Now to more targeted and immediate feedback. You use a lot of black, gray, and red in your work, but it's all very muted and tempered. In illustration, particularly comic art, the more contrast you can pump the better. If you've ever watched the Spawn animated series from the 90's that is a great example of using a lot of black against stronger lightsources to create visual interest. Do not be afraid to bathe your characters and scenes in black ink.
Looking at some of your colored work (the zombie patient, melty-face etc) and your approach is pretty simple with the color. Try utilizing a series of reds greens yellows, even some violets. Really look at face references and study what colors are present.
The robot hanging here is also too perfect, he needs surface imperfections and points of shadow should get a lot darker. look at how painted metal looks in real life, any sharp edges are likely to have a lot of paint peeled off, and there's scratches, finger prints, smudges etc even on very polished metal. Don't be afraid of really pumping up the sharpness of the edges in your shading. A hole a lot of new artists fall into is thinking it's more realistic to have very soft shading and transitions from dark to light at all times, when it just makes everything look more fluffy.
You're very much at the beginning of your art journey, I can go on forever and throw a mountain of links, concepts and tutorials at you, but what you really need to do is just draw. Draw every day; and challenge yourself often. Don't be let down if you fall short of your mental vision of what the drawing was supposed to look like, don't get discouraged from lack of visible improvement. Draw from life, use references, study fundamentals, and draw what you want. Everything you draw is helping you to improve in some way.
Holy shit, thank you. I actually thought you had missed my request but this really makes me happy. I can't thank you enough for stopping by and telling me which parts I should work on. Thank you so much.
Sick colors and forms on this one dude!
I find these pleasing for the soul.
Loving those textures my man
no, YOU'RE breathtaking
Okay right off the bat, split this into four separate pieces. The length of this post isn't helping anything and even if these four illustrations were sequential and told a story the format is too long to read in any clear way. Presentation of your art is almost as important as the actual art itself, so always try present art in a way that benefits the pieces themselves.
For starters you need to work on anatomy; the clarity of the action of your characters is held back in some instances by anatomical issues that sort of muddy what is happening (particularly in the first scene and the bottom scene). I like that you're putting these characters in very dynamic poses and situations, your ambition is good, and over time you will pick up better anatomy if you keep at it; so don't worry too much about that aspect of it. But definitely keep in mind that you should be working at it.
Your use of line of action isn't quite there either, this is part of anatomy and knowing what poses suit the character and the action of the character. This is most noticeable in the red girl with the scythe swinging it. Her pose and the motion on the scythe are not flowing together, creating something of a disconnect. Same with the orange dude in the bottom. There should be a single line of action that flows consistently through the pose of the character into the weapon they're swinging. Only being disrupted if they're being hit or at the point of impact on their target. Look up videos and stills of martial artists and dancers, if you do enough research you can find a lot of action poses to use as references for combat poses. Working from reference is absolutely vital to learning anatomy.
As I mentioned earlier, you're tackling a lot in all of these scenes, which is fine, but I recommend you get a sketchbook and do a lot of more focused studies. Work on anatomy, and also ways to communicate depth. It's not a lot of fun to do, but set up some basic blocks and draw what you see and work on rendering. If want to draw scenes with lots of action and multiple characters you need to learn to communicate distance in a 3D space and how distort it as well.
As for color, my first instinct would be to say ignore that for now and work on more fundamental aspects of art before getting into color.
I will say though, that your color choice isn't bad by any means, but your implementation of the color is a bit too much. You're hitting very high saturation for every part of every scene. It's better to have areas that are less saturated to create more visual interest in the parts that are saturated, it also helps guide the eye through the action by acting like a highlighter. If everything is highlighted how does the eye know where to go?
Your value scale is actually pretty good overall. When I convert this to black and white the scenes become much more legible and less busy. There are some areas where a little more or a little less contrast would be ideal, but it's solid.
The last point I want to make is on the intent of your brush strokes. This is a little difficult to explain; but on elements like the energy beams and blasts and fog effects, I want you to consider how intentional are you being when making them? As they are, the brush you're using to make them looks to be doing the most when informing their shape, form and look. This creates a weird sort of collage effect, that I don't think you're looking for in your work. So you have these characters that you've drawn yourself mixed in with these effects that are partially you, but mostly the program. My advice is to do everything in your drawing with linework. If you want smoke, draw the lines to make smoke clouds. If you want lasers, draw in the lasers yourself. This will give your work better cohesion overall.
A few things you should also look into:
The Gestalt Principles
Posemaniacs (website)
line-of-action (website)
Hope that helps, any questions or clarifications, pm me.
Love everything about this one man! The concept, design, colors just every bit of it is awesome.
Cheers Jack! Glad you like it dude :)
Sick colors!
Also I recognize that dragon dood.
Yeah, something like that.
Age 29
Artist
Kool Skool
Los Angeles
Joined on 8/11/09