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/ic/ - Artwork/Critique

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>> No.4644009 [View]
File: 1.65 MB, 1200x1500, Lady.png [View same] [iqdb] [saucenao] [google]
4644009

>>4643002
>All I learnt in 5 months since I started is simple perspective, Loomis heads, gesture and rotating boxes.
That's actually more than half of what you need to make it already. Now do hands, feet, shoulders and you're basically good to go with figures. Read a book on drapery like Hogarth's Dynamic Wrinkles and Drapery, Bradley's Drawing People: How to Portray the Clothed Figure, or Massen's Artists Guide to Drawing the Clothed Figure. Now you can do clothing. Landscapes look intimidating, but a lot of it is just being good with perspective, boxes and tubes. Probably worth reading a book about drawing trees and plants. Machines are usually just lots of boxes, tubes and other simple shapes. With those lessons firmly fixed in your mind, you should be able to not only retain them but gradually improve with only 30 minutes a day of sketching and maybe a couple of hours pushing yourself to do something ambitious every week. Five hours a week. You can spare that while studying. It will probably help you study to have a hobby which forces you to concentrate on something else sometimes. I bet you spend at least five hours a week doing some pointless internet shit you would be better off cutting out of your routine.

Also, your parents (probably) love you and want what is best for you. Talk to them about your degree. If it really isn't what you want to do, then see if you can study something else, or get a low-skill job while you figure out what you want to do. A bad degree is a real wasted opportunity.

>> No.4578935 [View]
File: 1.65 MB, 1200x1500, Lady.png [View same] [iqdb] [saucenao] [google]
4578935

>>4578626
Looks slick, but I think you should push yourself harder. This is obviously well inside your comfort zone when you could have really worked on something that actually challenges you; full background, water surface effects, even just making the phone more rounded and harder to draw.

>>4577774
There's a bunch of guides out there, but the general principle is to mix a load of colours into skin tones. Purples, blues and greens in shaded areas, yellows and greys for thick skin, reds for thinner places. Look up what sub-surface scattering is and keep the shadows lighter than they would be on normal materials. Try to get away from pink; white skin is generally more of a mix of white and orange.

>>4577494
Stocks are always useful. The third point of contact makes a big difference to stability. SMGs have stocks, even some pistols (and I bet more would have them if they weren't illegal most places), short rifles should absolutely have stocks.

>>4576836
I want to hate it for being so current-year, but there is actually some soul to it. You need to get stuff like the nose ring and back of the choker exactly right though; that crisp style is unforgiving.

>>4576696
Got some charm, but also a lot of issues. You need to follow what you love, but be disciplined too. Keep the stylization for warm-ups and train realistic anatomy for now.

>>4576558
You need to learn to work rougher and faster. Use thicker brushes and block in distinct areas of light and dark. Cut into the shapes and push them around. At the moment, most of those soft shaded areas look like pillow shading. Don't fuck about with that; either shadow or not.

>>4576428
Some talent, but relying too much on grunge to hide deficiencies. Keep it clean so you can see your weaknesses.

>>4576386
Nothing much to say except it looks good.

>>4576322
>What/when did a workflow for you finally "click"?
Literally never. Always experimenting.

>>4575905
Concentrate on defining shapes, not detail.

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