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/ic/ - Artwork/Critique


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4914076 No.4914076 [Reply] [Original]

Should I focus on realism before drawing weeb/coom shit?

>> No.4914079

>>4914076
You'll be better at both if you do.

>> No.4914086

>>4914079
Why tho?

>> No.4914094

>>4914086
idk why don't you step out of your comfort zone for once and try something new

>> No.4914104

>>4914086
Not that guy but realism provides the structural / anatomical foundation that you need to get beyond the most basic weeb/coom art. If you proceed beyond very simple drawings you'll begin integrating perspective and anatomy whether you like it or not, and those things are best learned in a context of realism (because they are elements which exist in the real world).

Knowing what a skull looks like and how it works in perspective is the difference between beginner artists that have features sliding off the face all the time and artists who can depict the face in any position with a high level of feature placement accuracy.

Once you get away from the faces / hair most anime is exaggerated realism (just like western comics) so you're well into the realm of realistic anatomy anyway (and the more complex types of manga faces are themselves well into the realm of exaggerated realism).

>> No.4914273

>>4914076
Western masters simp or eastern coomer weeb, pick one. Realism and anime art is not the same.

>> No.4914352
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4914352

>>4914076
the way I look at it is like this: to abstract or stylize something, You are dividing it.

Dividing the total time of an anime face vs a realistic portrait, Dividing the effort and rough lay in and such. This is not to take away from Mangaka or other skilled artists but it is simply stating that rendering and completing a classical Atelier long-form portrait is going to always take more time when compared to the opposite. The ultimate abstraction, 1 line, and 3 dots to make a smiley face is the perfect way to look at it. It's not hard to make a smiley face because, at that point, you have abstracted it and divided to where the base components are so easy and quick, people with next to no experience can replicate it

Imagine your skill as a locked number between 1-100 now. this is the base number that, even if you tried your best to make a long-form portrait, it would be locked here. If you go to an atelier, study frequently, and have a lot of skill as a draftsman, maybe your base is 80. Now, when you make stylistic choices and it divides into your work, you can still end up with a high number that will make a piece that looks nice, 66 or so (in this case, stylization divides by 1.2)

But, if you forgo study, training, and leveling up your skills by skipping ahead to abstraction, you are dividing by a much lower number. Meaning, your artwork will always be capped at a lower level.

this is also why a lot of the time, less experienced people are more willing to fully invest themselves in abstract styles since the lower your base level the less of a difference between the 2 numbers ( if you are a /beg/ with a skill of 30, your stylization makes it a 25, 5 points loss as compared to 14 point loss for the professional)

Of course, there will be outliers to this rule, but the majority seem to follow this

>> No.4914384

>>4914352
That's a solid metaphor anon gg.

>> No.4914410

>>4914273
They are entirely inter-related. Realism is the root from which all stylistic disciplines descend.

>> No.4914415
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4914415

>>4914410
So why proko can't draw from imagination then?

>> No.4914427

>>4914415
because he mostly draw from ref, it's like riding a bicycle with training reals for your entire life then taking it off on stream for a thousand people to see

>> No.4914444

>>4914415
He's a traditional illustrator, his whole art life has revolved around drawing from life.

This is like asking why someone that knows how to drive may not know how to race. It's an additional skill set but you can't race if you can't drive first.

>> No.4914457

>>4914427
for reals

>> No.4914571

>>4914410
Definitely, all art stems from reality after all. But to go as far as painting like the old masters is really unneeded. You just need to learn enough from reality.

>> No.4914795

>>4914076
It never hurts to learn how to draw well, but if what really interests you is the weeb/coom shit rather than worrying about achieving a "realistic" finish, what will help you is to understand how things work in the real world (because everything you do will be based on reality, that's what you know); that's learning perspective, anatomy, laws of light, etc. Even if you end up simplifying everything later, the knowledge you have about something makes the difference between a good and a bad drawing

>> No.4914847
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4914847

>>4914076
Literally all of your favorite manga and anime artists had to learn this way. Why do you think you can avoid it?

>> No.4914904

>>4914076
Yes, most definitely. The only question is how deep you want to go down that rabbit hole for your actual goal.

Realism teaches two important things: How things actually are working, compared how you intuitively think they are working, and being able to replicate what you want a lot better, so the endproduct doesn't look different from what you initially wanted.

It also should save you from getting wrong stuff too deep into your system so early.