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/ic/ - Artwork/Critique

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>> No.4282255 [View]
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4282255

>>4282245
>>4282084
>>4282062

>> No.4160215 [View]
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4160215

Anyone got general information for clothing merchandising? I want to make passive income through casual and business casual clothing but I'm at a loss with the technical side. How big should I make the digital art? What colors? DPI? Which company is the best and what are average pricing for quality fabrics, etc.

>> No.4122053 [View]
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4122053

>>4122035
>Let me just run some water over an electronic
>Wtf its not working

>> No.3302917 [View]
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3302917

You only see good artists. Same can be said for any area of the world if you cherry pick hard enough.

What you're looking for is line weight. Line can imitate depth and form. Line art can also provide shadows and depth without the need of shading and rendering. This is vital for understanding how "Japanese" artists "do it".
But also being able to understand where to retract detail for the sake of the appeal of the artwork, and where to focus it. Put more detail in clothing or armor, less in the face. More shading in the background and less in the character. This is not "bad art", this is just applied understanding on how to make art appealing.
There is a lot of importance of knowing where to put straight or strong edges, balanced with curved or soft edges. Balance squares and circles in your art.

Because of their influences around them, many artists in Japan can understand this better than an untrained western artist. There is nothing wrong with learning.

>> No.2552607 [View]
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2552607

>>2552603
>You will be gud when you git gud
Well... yeah, that's a no brainer, but that doesn't really help.
Any good book or exercises where I can kickstart?

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