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/ic/ - Artwork/Critique


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File: 245 KB, 1920x1080, 35.jpg [View same] [iqdb] [saucenao] [google]
7120061 No.7120061 [Reply] [Original]

>you need to know fundies to work in the indus-

>> No.7120063

those look exactly like the ugly blocky drawings david finch praises so I don't see the point of this thread

>> No.7120067

>>7120061
Small hands
Everything else looks ok. Improve it if you can.

>> No.7120073
File: 445 KB, 2067x1591, 1712084918756899.jpg [View same] [iqdb] [saucenao] [google]
7120073

>>7120067

>> No.7120074

>>7120073
That looks much better

>> No.7120075

>>7120073
Nigga what the fuck is this

>> No.7120078

>>7120061
This isn't a lack of fundies, this is a lack of vision and taste. Having more detailed muscle structures in the necks and hands of these characters wouldn't fix how unappealing it is on a base level.

>> No.7120080

>>7120074
He didn't change shit what are you talking about

>> No.7120082
File: 546 KB, 1920x1084, done.jpg [View same] [iqdb] [saucenao] [google]
7120082

>>7120067
>Improve it if you can.

>> No.7120083

>>7120075
He's trying to say the perspective of the room and the building outside don't match, but he's got the visual communication ability of a pre-schooler

>> No.7120089

>>7120061
It's fairly competent by industry standards. The show has some pretty good action scenes as well. But the budgetary constraints do show in many areas.

>> No.7120108
File: 399 KB, 1920x1204, redline.jpg [View same] [iqdb] [saucenao] [google]
7120108

>>7120083
Yeah the perspective's pretty fucked, but the shot's so simple it's not like the fix would've been that hard.
Couldn't be assed to fix the gables though.

>> No.7120110

I hate the 1-weight line style
I hate it with a passion
I FUCKING hate it
I FUCKING hate even lines It's so fucking cheap, so machine-looking
Every fucking shape is closed to be able to bucket paint them
It's so fucking devoid of life

>> No.7120114

>>7120108
Everything below the horizon line should be ground, you should not be able to see the sky at all in the shot

>> No.7120133

>>7120073
Permabeg

>> No.7120138

>>7120110
Thanks nips for ruining the animation industry.

>> No.7120139

>>7120061
I remember reading a quote from an animator who said proper perspective and foreshortening confuses american audiences along with being time-consuming to draw

>> No.7120160

>>7120061
DIE in full effect

>> No.7120230

>>7120061
woke shit

>> No.7120248

>>7120139
It's not time consuming if you know how to draw it?

>> No.7120257

>>7120061
I know of some high /beg/ concept artists who frequent this board. If you wanna be a pro, you just have to act like one, doesn't matter if your portfolio is garbage.

>> No.7120266

>>7120061
>>7120073
>>7120108
>>7120114
You chose to fix it in the wrong way, because you haven't accounted for intention. The artist wants the skyline of the neighboring buildings. That's a clear artistic choice. Therefore, the horizon line should be lowered. Then, you realign the scenery to fit the new horizon.

>> No.7120607

>>7120114
>Everything below the horizon line should be ground, you should not be able to see the sky at all in the shot
If it's the actual horizon line, sure, but horizon lines in drafting are a misnomer - they should really be called eye lines, and sometimes are, as that is what vanishing points really relate to.

To put it into perspective (ha ha): if you were on a really high hill, and looking at a house on said hill, and could also see the horizon from said hill, would your perspective for the house change if the hill lowered whilst remaining level relative to you? It wouldn't, despite the horizon actually rising from your perspective, because the horizon doesn't effect the way you view things, it's you're eye line that does.

Likewise, while you're riding an elevator, despite the horizon now lowering as you rise, your view on things within the elevator don't start changing because your eye line is remaining consistent within the elevator.

>> No.7120778

>>7120114
You're assuming their apartment is not in fact designed by Bonanno Pisano.

>> No.7120794
File: 3.42 MB, 1920x1080, 1684174010558820.gif [View same] [iqdb] [saucenao] [google]
7120794

>>7120061
>stillshots of literal who characters
OP is retarded.

>> No.7120815

>>7120061
>negger + brownoids characters
that's how you can tell they have the lowest bar to be hired in that studio. I'd avoid it at all cost.

>> No.7120816

>>7120607
That has nothing to do with the fact if you stand next to your window, bend over slightly, and look at the floor, the majority of the view from the window you'd see in the side of your eye would be ground and almost none of it would show the sky, basically regardless of how high your floor is.

>> No.7120817

>>7120108
Still wrong look at the corner of the window frame for the correct angle

>> No.7120819
File: 54 KB, 516x389, 35.jpg [View same] [iqdb] [saucenao] [google]
7120819

>>7120266
>You chose to fix it in the wrong way, because you haven't accounted for intention. The artist wants the skyline of the neighboring buildings.
If that was the primary purpose of the shot, then you can frame the camera in a way that shows the sky while being correct, if the artist just did it to convey the atmosphere of a sunny day in the shot, there are other artistic license approaches for that which don't look incorrect and wonky, such as pic related.

>> No.7120822

>>7120816
Eye line isn't where you're looking, it's always parallel to the ground, in-line with where your eyes are, regardless of where you're looking, or the angle of your head.

So in this case, despite looking down and therefore looking at the ground, the eye line is still well above ground (especially since they seem to be on the second, or so, floor).
This doesn't change the fact that the perspective outside the window is wonky, but it doesn't mean we should see the ground outside the window.

>> No.7120829

>>7120822
The fact that the eyeline/horizon line stays the same regardless of how your head is turned as long as it's at the same height is the exact reason why you'd only see the ground and none of the sky in the shot. Try it right now, get up, look at the ground, and tell me how much sky do you see outside your windows. Or take your phone, glue it to your ceiling pointed downwards at an angle, and then take a picture with its camera, and tell me what can be seen from the windows.

>> No.7120830
File: 303 KB, 1920x1080, 33.jpg [View same] [iqdb] [saucenao] [google]
7120830

>>7120819

>> No.7120840
File: 1.03 MB, 1421x662, muh industry pros.png [View same] [iqdb] [saucenao] [google]
7120840

>>7120061
>working in the industry
>just have a slit between your legs
das it really.

>> No.7120845

>>7120840
also, not wonder western games are dogshit

>> No.7120852

>>7120815
Aren't all these shows all done by korean sweatshop teams, regardless of what IP it is or who is paying the bills? Like literally every single show is just done by koreans and then the head "artist" in the west just takes all the credit?

>> No.7120873

>>7120840
>still not better than a walking slit
Fucking kill yourself already man it's not gonna work out for you mate

>> No.7120877
File: 748 KB, 1520x720, Screenshot_20240403-131923.png [View same] [iqdb] [saucenao] [google]
7120877

>>7120061
It depends on the industry and if you work for someone else or your own boss.

>> No.7120881

>>7120840
>Better than 100% percent of current /ic/
Hurts doesn't it?

>> No.7120883

>>7120139
>proper perspective and foreshortening confuses american audiences
Why tho? I know Burguers are terrible with geography and they learn a propaganda version of history in school but why perspective confuses them?

>> No.7120893

>>7120883
>they learn a propaganda version of history in school
That's the case in most countries as far as I know, but that's not the point of the thread.

>> No.7120898
File: 79 KB, 900x500, 7120061.jpg [View same] [iqdb] [saucenao] [google]
7120898

Based on the relationship of the characters, it's probably better to fix the room rather than the view.

>> No.7120899

>>7120898
God bless all anons like you who actually draw shit out.

>> No.7120923

>>7120829
>Try it right now, get up, look at the ground, and tell me how much sky do you see outside your windows.
If I stand up in the middle of my room, and tilt my head down, while still looking out the window (so upturning my eyes), I'll still see basically the same view I'd have seen were my head tilted to look directly out the window. I'm not exactly sure what it is you're trying to describe? I don't think you're saying the ground out my window rises as I lower my head, so we must be misunderstanding each other here.

Anyway this anon's drawing >>7120898 illustrates why you wouldn't see the ground - it's blocked by the wall, and thus we only see the sky and buildings outside.

>> No.7120930

>>7120840
redline the art in the screenshots

>> No.7120963

>>7120923
>while still looking out the window (so upturning my eyes)
But the camera in the OP is not looking out the window, it's pointed at the ground, like I'm telling you to do IRL

>> No.7120965

>>7120923
>Anyway this anon's drawing >>7120898 illustrates why you wouldn't see the ground - it's blocked by the wall, and thus we only see the sky and buildings outside.
No that anon's drawing lowers the camera and raises the window considerably to give us a view of the sky, whereas the camera in the OP shot is higher up and angled down given the vanishing points in >>7120073

>> No.7120985

>>7120923
>>7120965
You're both kind of wrong.
If you're looking downward next to a window while inside a building, you would in theory see the ground. But that ground would very far away, and there has to be nothing as tall as your position in the way. So you would not see the ground is this particular shot unless the camera were moved closer to the window, and pointed down more.
Another thing to note. In real life, you cannot see all the way to the horizon (the imaginary one on which you would place vanishing points). Horizon represent infinity. The Earth does not extend into infinity.

>> No.7120989

>>7120266
>the artist wants the skyline of the neighboring buildings
So lower the horizon line. This is what they mean when they say "fundamentals"

>> No.7120991
File: 181 KB, 1022x625, 235.jpg [View same] [iqdb] [saucenao] [google]
7120991

>>7120985
"Ground" in this context means "everything below the horizon line", if you removed the buildings you'd see the ground, not the sky

>> No.7121013
File: 86 KB, 511x312, pz7xsrje.jpg [View same] [iqdb] [saucenao] [google]
7121013

>>7120991
Why are you installing windows at waist height?

>> No.7121014

>>7121013
The real question is why is the artist in OP's pic installing windows at waist height. If any of those people stood up that window bottom would be at their waist or slightly lower.

>> No.7121017

>>7121014
It isn't at waist height. It's just the perspective of the room does not match well with the placement of the characters, so you get that impression. Which is why I suggested the room be redrawn, not what's outside the window.

>> No.7121042

>>7120082
Unironically fixed.

>> No.7121049

>>7120061

Now try asking someone who lack fundamentals to draw something similar

>> No.7121063
File: 502 KB, 2779x1233, 35.jpg [View same] [iqdb] [saucenao] [google]
7121063

>>7121017
>It isn't at waist height.
You're right it's at more of a knee height

>It's just the perspective of the room does not match well with the placement of the characters, so you get that impression.
The perspective of the room is wrong, which results in multiple error phenomena, one of which is the window height fuckup, and the other being the window view fuckup, neither is more correct or wrong than the other like you're trying to claim for some reason

>Which is why I suggested the room be redrawn, not what's outside the window.
Redrawing the room is one of the solutions, but not the sole objectively correct solution, tall windows exist and could hypothetically be part of the room design, and altering the window view is a much more economic solution that can be done in seconds (>>7120830) as opposed to redrawing the entire scene which would require multiple departments get involved, even if it might result in a more sensical room layout given the context

>> No.7121099
File: 311 KB, 1191x866, dkhitoxx.jpg [View same] [iqdb] [saucenao] [google]
7121099

>>7121063
>You're right it's at more of a knee height
I'm not talking about the lower edge of the window, I'm talking about the center of the window. You drew the window in your example at waist height. The image in OP is clearly not.
>neither is more correct or wrong than the other like you're trying to claim for some reason
I never claimed this was the only answer, just that redrawing the room is the best answer precisely because multiple elements in the room are wrong. Why would you say this, then aim to fix only what's outside the window?
Not to mention, the view is not as close to the window or pointed as far down as you think to justify showing the ground. What's more likely, should the perspective remain unchanged, is that the window would only show the building across the street and perhaps some treetops. It would not show the ground, which is an idea you're weirdly married to.
Showing another brick facade doesn't seem all that interesting, which is another reason to choose fixing the perspective and the room over fixing the window view.
>Way too many lines to do a simple height transfer
There's no reason use the knee of the girl in bed as a unit of measure, especially since we don't see her feet and can't say for sure whether it lands flatly on the floor. It's far simpler to look to the girl seated on the floor. Sitting straight up, her eyes are roughly at crotch level, or somewhere between 2 to 3 feet. In relation to her, the original window placement is fine.

>> No.7121115
File: 227 KB, 1629x980, dkhitoxx.jpg [View same] [iqdb] [saucenao] [google]
7121115

>>7121099
>I'm talking about the center of the window. You drew the window in your example at waist height. The image in OP is clearly not.
I drew it at a height which would illustrate what I mean by "ground" and how the window frames it.

>I never claimed this was the only answer, just that redrawing the room is the best answer precisely because multiple elements in the room are wrong
For accuracy sure, for an actual animated production it's the worst least efficient path when just hiding the window view would mask the errors enough, again it really could be a tall window that reaches down to a person's knees.

>Not to mention, the view is not as close to the window or pointed as far down as you think to justify showing the ground
See this line that you drew yourself? This is the horizon line/eye line, everything below it is the ground, the sky can only be above it, this is how tall the window would have to be to show a sliver of sky. There could be a brick wall right outside the window, and yet this ground/sky split would remain true behind it.

>> No.7121131

>>7121115
>This is the horizon line/eye line, everything below it is the ground
I am well aware, and I addressed it. It's why I fixed the room's perspective rather than what's outside the window.

>> No.7121186

why are you all drawing the horizon line so fucking far up

>> No.7121203

>>7121186
Where do you think it is

>> No.7121205

>>7120794
hehehe titty bounce

>> No.7121220
File: 1.28 MB, 1482x830, invincible.png [View same] [iqdb] [saucenao] [google]
7121220

>>7120061
The entire show is like that. The background artists and character artists obviously don't give a fuck about eye levels

>> No.7121225
File: 459 KB, 1920x1080, 1712084918756899 copy.jpg [View same] [iqdb] [saucenao] [google]
7121225

>>7120819
>>7120830
The skyline may or may not be the "primary" purpose. But I do believe it was a wanted detail. They could go with the white washing light, but it loses something. For 1, it's just nice to see the outdoors. But 2, it also lets the viewer know the elevation of the room. Which may be important for the scene. I don't know. I don't watch edgy "what if super heroes were bad!?" shows. But the characters fly around a bunch. So it might serve the purpose of setting up someone flying in to or out of the room. Or just passing the window. Or floating just outside the window. Or something like that.

>>7120989
Yes, as I said, lower the horizon line.

>> No.7121234

>>7120840
you just KNOW that she plays retail for the mountsmogscheevos. 100% a fem belf player

>> No.7121236

>>7121220
>>7121225
>>7120061
this happens all the time for animation since characters and backgrounds are drawn by two different people. usually months apart from the creation of the background

>> No.7121237

>>7120138
Don't weasel out of this, this is all on America's animation industry utterly collapsing

>> No.7121238

>>7121236
The background itself is wrong even without the characters

>> No.7121240
File: 165 KB, 832x456, xj6U9.jpg [View same] [iqdb] [saucenao] [google]
7121240

Maybe it's a revolving cylinder world like in Animal Crossing and Deathspank

>> No.7121243

>>7121238
nah

>> No.7121246
File: 78 KB, 627x1000, 3589.jpg [View same] [iqdb] [saucenao] [google]
7121246

>>7121243
Yah, check the thread and pick up pic related

>> No.7121250

>>7121243
Yes.

>> No.7121251

>>7121246
most of them are considering the people

>> No.7121253

>>7121203
not that far up you fagotron

>> No.7121266

>>7121253
Just draw it anon

>> No.7121269

>>7121240
that's the only thing that makes sense that the camera is looking down but you can see the underside of the eaves of the building behind them lol

>> No.7121501

>>7120963
>>7120991
Oh! Okay, I see what you're saying now. Frankly, I hadn't even noticed that the window was so low and small.

The perspective is so wonky in the op image, I think it's somewhat mute to try and persuade each other what should be seen out the window at this point.

>> No.7121539
File: 904 KB, 1177x720, 1712206922596.png [View same] [iqdb] [saucenao] [google]
7121539

>>7120991

>> No.7121757
File: 162 KB, 1080x1551, 1696110167833578.jpg [View same] [iqdb] [saucenao] [google]
7121757

an entire thread of perspectivecels seething about a single random shot of a cartoon

>> No.7121759

>>7121757
The irony.. the projection.. the Dunning-Kruger in this post.. just amazing

>> No.7121773

>>7120061
holy hell that's ugly

>> No.7121829

>>7120082
SLAYERS

>> No.7122323

>>7120794
Honestly, this is correct fan service
Tits aren't bouncing for 10 mins and there's even man ass in this for the gays/ladies. No bias, everyone wins.

>> No.7122340

>>7120061
>He doesn't know that trannies already in the industry hire their own tranny friends

>> No.7122353
File: 179 KB, 1246x794, 1_VX_yFVny-8iHO22IwUgpDw.png [View same] [iqdb] [saucenao] [google]
7122353

>> No.7123715

>>7120073
thats only if the outside is actually meant to be a parallel set of buildings, and not buildings intentionally built into an angle like a cul-de-sac or something

>> No.7123736

>>7120248
what are you talking about, perspective is the most mentally draining thing there is besides anatomy. having to keep track of 3D spaces in your head while doing trigonometry and calculus to figure out how to draw a book on a table is exhausting for some people. Maybe you can do it effortlessly but not everyone can.

>> No.7123738

>>7120898
>just change the angle completely
what if they didn't want to draw that?

>> No.7123978

>>7123715
No

>> No.7124642

>>7120881
Anon, photobashing and calling that a finished piece isn't drawing

>> No.7124661

>>7120881
I've seen better(or on par) on /ic/ drawpile

>> No.7124896

>>7120110
Yeah it looks sterile

>> No.7124913
File: 15 KB, 399x400, 0c4.jpg [View same] [iqdb] [saucenao] [google]
7124913

>>7121220
>>7121236
If the character was drawn to actually match the perspective of background, it would be a difficult task bc it's tricky to draw and animate a character with that high amount of perspective distortion.

I don't know what they were thinking.

>>7120898
Anon those are very cool drawings. The one on the right looks good, but I think there is too much perspective distortion for what the animators are willing or capable to do. Based on >>7121220 and what little I've seen of the show, I think the animators would lack the skill/time to draw characters with that much perspective distortion.

It might also just be too much perspective distortion for such a plain scene that doesn't have any special sort of high emotion or action.

>> No.7124983

>>7124913
>but I think there is too much perspective distortion for what the animators are willing or capable to do
There's no distortion there. It's the cameraman pointing down and slightly to his left while standing relatively close to the window. The body of the person closest to camera is almost completely out of view. It'd be easier to draw because there's less to draw. As an extreme foreground element, the head could even be out of focus and in shadow/rim-lit.

>> No.7124995

>>7124983
Oh I see.
But I think the guys's head in the lower left is cropped a bit too much. The other two characters are looking at him, but he's kind of falling outside of the screen too much.

The new framing in anon's drawing takes some focus off of the characters and puts more focus on the window. It feels like the characters are talking but something important is going to happen outside the window, that the characters either won't notice or they will stop their conversation and look outside

>> No.7124997

>>7124995
*It feels like the characters are talking but their conversation is gradually fading out (lowering in volume maybe) and our focus is being drawn to what's going to soon happen at the window

>> No.7124999

>>7121236
>this happens all the time for animation
This is the kind of thing that should be resolved at layout.
Layout is something Western shows have largely stopped doing, folding everything into storyboard.

>> No.7125002

>>7124997
(continued)
So I think the camera man should point the camera down a little bit more

>> No.7125006

>>7124995
>But I think the guys's head in the lower left is cropped a bit too much
This is solved simply by pulling the camera back, or lowering the camera.
You're way too focused on what you want the scene to be, when I'm just showing how a layout should be set up. You can make those changes yourself. What's important is we achieve those changes by moving a camera, rather than just placing characters and scaling them willy-nilly.

>> No.7125603

>>7120840
Maybe if you made better use of that slit going down your ass you could have a job in the industry already.

>> No.7125630

>>7122323
That isn’t fan service you dummy

>> No.7125633

>>7120898
Thanks for catching that slight tilt. The rest of the lines and characters in >>7120061 don't seem to be following that perspective entirely and it's throwing me off. I know that you shouldn't follow the perspective you've set completely, but it should only be if makes the picture better, not worse.

>> No.7125666

>>7120073
peak dunning-kruger

>> No.7125672

>>7125666
she's right, draw the lines yourself from the op

>> No.7125744

>>7120840
>Thinking anyone that's actually good, talented and worthwhile cares about these retards industry.
>Thinking Marvel and Naughtydog are something worthwhile to pursue.
KEK.

>> No.7126230

>>7120061
I don't think this is a consequence of the animators not knowing fundies, but rather just that they needed to work super fast for budget purposes, and it's just expected that there's going to be some acceptable degree of mistakes that the average viewer won't notice.

>> No.7127419

>>7120061
no but you need to be the correct race / gender / sexual orientation

>> No.7127467

>>7120073
My brain it dissolveth into light

>> No.7128407

>>7126230
If you notice these kind of mistakes you are a turbosperg incel who doesn't have friends, life and never been close to a woman and you should be gassed immediately