- Thank you! I finally cleaned that up. Meanwhile started 3 more ..I have a habit of taking too long to finish a piece, then I lose interest in it and just start something else. I found 8 from recently i started and abandoned, that are decent enough to not delete, but not finished. There’s also been a number of drawings I felt I “outgrew” - became better before I finished them, and it would be easier to start from scratch than fix them. Anyone else thinking that?in24.1k
- Lady Death Fanart Collectible: Part 6 Polypaint and base Hi, it’s time to share with you another part of the process to create this fanart piece. Polypaint As this is my first collectible fanart I didn’t have previous experience with polypaint so I tried my best and played a bit with it.I wanted to give a ghostly and eerie look to Lady Death, she is beautiful and deadly, but at the end of the day she is a woman that died and was reborn at hell as an avenging spirit, that’s why I gave her skin tone a bluish very cold tone.As you will see I gave myself some creative freedom to deviate from the traditional color scheme that this characater has in comics and illustrations.To add a bit of sensuality by painting some freckles on the face and the chest. The dark nature of this character was the perfect excuse to gave her a kind of goth make up, very dark shadows around the eyes, blue lips and fingernails. I know that the original character includes sexy red lips but I wanted this girl to have a sexy but at the same time creepy look, that’s why we can see some thin veins emanating from her eyes. The biggest chromatic change I did for this character is at the hair. Lady Death has a characteristic white weavy hair but in my fanart I decided to gave her a very saturated blue color.The reason behind this wasn’t only an aesthetic choice. I want that the face area strongly pulls the attention of the viewer so this area needed a stronger contrast. Another reason is that I want her to have a more modern look, as I mentioned before, I’m strongly attracted to women with goth/punk look. I gave myself half an hour or more to analyse the work of experienced sculptors that create collectibles and I discovered that the use of darker values on the skin is often applied to create a greater sense of volume and three-dimensionality. I found that areas with heavy ambient occlusion are the perfect places to paint with darker colors in order to increase the separation between different forms. Even though she has a bluish skin tone, I used a bit of warmer hues in areas that, in real life, tend to go towards red and pink, this is very obvious in the nose, cheeks, and knuckles. Thinking with a logical mind it’s completely absurd to have warmer tones on the body of a zombie like creature but I didn’t want to limit myself by using only blue tones, it looks boring and artificial. In real life these colors are created by blood vessels in areas where the skin is very thin. ** Scythe **for her weapon I applied a cool gray with some warmer variations, this color scheme is influenced by the work of H.R giger. Base I’d like to talk about the design for the base which, to be honest, I forgot to develop along with the character.My main idea with the base is to show that Lady Death inhabits a very sterile and arid land, at the end of the day she is at hell.You can see a that she walks over dirt and rocks, a sign that she’s surrounded by death and loneliness. As part of the landscape we can see some bones and skulls to reinforce the idea of lack of living creatures, yet we can see three hands that try to reach her legs.This hands represent that all creatures are subordinated to her power and seek an evil blessing with a simple touch of the princess of the damned.1- The hand with skin burns represents the souls of those who are newcomers to hell, tortured souls that suffer for the sins comitted on earth.2- The hand with greenish rotten skin and pustules is the reminder of the decay that has infected the souls of those who have been trapped and have forgotten their humanity3- Last but not least, the hand of a demon shows that even dark creatures and entities bow before her presence. The cherry on the top, at least in my vision, are the simese twins that emerge from the ground, this malevolent creatures remind us that in hell there’s only perversion and any trace of innocence is lost. Thanks for reading till this pointI’m really happy to be very close to finish this creative journey, last but not least it’s mandatory to talk about splitting the sculpture in several pieces to be printed, this will be my last entry before showing the final rendered images. See yaMay Zbrush be with youin1.4k
- memory 2min gartic phone, used ref 2m gartic, used ref for pose 2min gartic 2min gartic 2min gartic 2min gartic memory memory memory memory study memory memory memorymemory memory memory memory memory memory study memorystudy study stylized left memory, right study study memory memorymemory memory memory memorymemory memory, porportions r offmemory memorystudystudy memorymemorymemory memory memory memory memory memory memory memory, right leg is a bit broken The feeling of only getting 1 - 3 likes on a social media post will never not be discouraging. But nothing is discouraging enough to make me quit drawing. I think the strategy of drawing a lot of stuff and waiting a while to post is good though rather than posting it immediately and then feeling that sadness on the next set of drawingin
- studies studies juri study imagination, how I feel before a speech imagination imagination study something I drew for my presentation also drew this for my presentation, didn't fix the one hand being bigger than the other imagination + study study studies study study, I need to fix the face a bit based on screenshot from anime but in my style study. except for the eye study studies studies study. changed some things tho imagination imagination imagination study studies, except top right samurai based on anime screenshot wolverine studies, changed some of the poses a lil, not very good at all, but first time i drew the character ever. semi study studies study imagination imagination imagination , for first time ever i tried to draw over 3d model for middle pose, I dont like the result tbh, but it makes it much easier than coming up with it from memory.imagination, except right figurestudies imagination + studies, coming up with action poses r hard, these are not dynamic enough, I will redraw better ones in future. imagination , imagination imagination study, except for eye imagination imagination imagination doodles except for the two chrollos imagination storyboard thumbnail, idk if i ever shared this. my storyboards end up being a little detailed since i usually just draw in one layer.in22.0k
- Hello! My name is Vithor, I am from Brazil, studied Design at a local college worked as an illustrator for more than 10 years. I took a time off around 3 years ago and am trying to get back in my art shape and maybe become professional again. Here are some recent pictures: You can find timelapses for most of them on my instagram: www.instagram.com Vithor Albertim (@vithor_albertim) • Instagram photos and videos 123 Followers, 638 Following, 19 Posts - See Instagram photos and videos from Vithor Albertim (@vithor_albertim) Comments and critiques are always welcome.Cheers!in789
- Thank you @daceronine! If I remember I save in google cloud, I will have to stick a note to do it more often. Lamp is from life. Poses are from refs but I look at refs for a while and then try to do it myself and look it up if needed. Outfits and rest is from imagination Something went wrong while installing system so we will have to wipe everything again... pc works but something is wrong. We will wait till internet is done and I will save everything on cloud this time Threads came out in eu. It's been 3 days and I had more engagement than after half a year on instagram. It feels really nice I hope it stays this way A portrait of old dude. It's the same character I posted a while ago. Inspired by Bayard Wu work. At first I thought of him as a bear but I named him Fenrir and I think wolf suits him better. Eye gave me a bit of hard time but I think it is fine now. I focused on face and forgot about area below. The way I draw hair clashes with greying hair. I had the same problem while doing Lohse's white hair. Does it looks like it is greying here? I love how desaturated red looks blue there. I keep lying to myself that I will use different color scheme but It all comes down to this blue and yellowish one it is just flipped this time Have a great day!in47.7k
If you don't mind, I can point out a number of issues in your cycles.
The walk cycle is great for showing examples of what's needed in the run cycle, but overall is a little too fluid and inhuman. It is more like what you'd expect from a liquid human imposter sort of creature, like those silver heartless from the kingdom hearts series.
What it does have though is excellent rhythm to its motions. If you think of the walk cycle as a piano, you have two notes. When the foot pushes the ground, the note is pressed and there's a big emphasis on the action as it pushes off. Then that note fades as the resulting motions are the residual effects of the foot pushing off/note being pressed. Then a finger hovers over the other note, getting ready to push it (build up of the action) when the other foot touches the ground and the leg and butt coil, the knee bends, etc.
This rhythm tells us when force is being applied and how important it is. The leg moving forward to be placed on the ground has little emphasis because I'm instead paying attention to the other leg now, and the shifts in the body it causes. Now, we walk with less help from our upper body, and typically you'll find our chests sway side to side rather than forward and backward because we're shifting our weight from one leg to the other. Three easiest way to see this is by watching someone walk while really into their music. They'll move their upper body more with their steps than usual, and you'll see it follow a V pattern as it moves toward the foot that's forward. When a person is taking slower steps, watch how much a tall person (180cm or taller) sways side to side, almost penguin-like, because they can't put that motion forward like normal without moving too far too quickly.
The running cycle is lacking in rhythm. Every frame feels equally important, and this leaves the whole animation feeling stiff. It doesn't have that same emphasis on each step as the walking cycle does. If you want something to study, look at some middle of the road, slice of life anime's opening. These tend to use running cycles on screen while the music plays because it's cheap and easy, they have it anyway, and it portays the character's personality. As goofy and ridiculous as some of their running can be, realistically, they tend to really emphasize a rhythm in movements to portray it as familiar to us.
Also the hair looks like she's moving backwards. Hair bounces, but it should get blown back by wind from moving too. When moving forward fast enough, the wind resistance fighting against you feels like wind and acts on us similarly.
Overall though, these are great cycles. I've seen peers study animation for two or three years and still not come close to this.
@Tutuja I actually prefer a rougher look in paintings, seeing the brushstrokes and work kind of let you see the artist in it. I would love to be able to be more rough, but I always end up making it too smooth. I really like your animations too. What program do you use to make them? Iwant to get into animation myself once I am more comfortable with drawing the body.
I was going to comment on your animations, but @JesterSeraph pretty much explained it much better than I ever could have.
Anyway, those are really good animations for first tries, much better than my first animations.
Lol I studied animation as a hobby for about 5 years, and although my own skills weren't the best (I didn't practice nearly enough, but I was starting to get it), I did a lot of research on animating. It may sound silly, but I actually looked to the old fluidanims crew as a benchmark and place to learn. If you know of fluidanims (a lot of them migrated to Hyun's Dojo when fluidanims got absorbed by stickpage and one of the community members wanted to keep things going), awesome. If you don't, they did all those absolutely incredible stick person battle animations back in the 2000s known as the RHG series.
Although it wasn't fullbody animation, and often didn't even use a 3D space, the rules of emphasis, force, rhythm, focal points, motion, etc. all still apply. It was a fun experience, and some days I still miss animating.
But geez... A month minimum for some relatively basic looking animations? Digital art is so much more immediately gratifying.
@JesterSeraph @mar_cynwer I tried to make it a bit more human like. Well she is an android so maybe being a bit inhuman wouldn't be a bad thing but that wasn't my intention. sigh.... This thing is so tiring for both mind and soul that it is hard for me to keep going. I'm not sure how many frames should I create and how to make it less jumpy and more fluid.
What is your current frame rate? It looks rather low. Standard FPS when animating action is usually around 24 to 30 frames per second, and is a good area to aim at for all animation until you get stylized enough to begin experimenting with lower and higher frame rates.
one thing I'll note heavily is the amount of motion per frame transition. How much has the animation changed per frame? Like how we use high levels of contrast and size to depict the importance of a single space in a painting, animation uses time as a way of emphasizing force and effort, thus also importance. The more spent in a single place doing a single action, the more emphasis it has. If you want to see an example, look at the difference in how powerful a single punch thrown feels between these two studies someone else did in their art blog. The difference was the build up before the punch itself.
Another really good example is, if you've ever played it, the Falcon Punch animation from any of the Super Smash Brothers games. If you were to actually count the number of frames in the wind up and compared it to the number of frames in the punch itself, you'd be shocked. If you then look at how much Captain Falcon's model moves during that entire period, you'll notice he does rather slow movements to pull back his fist, and then the punch itself is a very quick few frames in which his model moves much farther distances, comparatively.
this contrast in speed (distance of change between frames) and duration (# of frames to the wind up vs # of frames in the punch) allow us as viewers to interpret the force behind the action. Even without all the fancy sound effects, you can practically feel the impact, hear the swoosh or crunch, and jump with excitement Add in a little camera manipulation to move with the action, and it's all the more powerful.
So going back to rhythm, if you want to display a rhythm then you have to put time emphasis on certain key points of the motion. If you stand up and walk in a straight line, you'll notice your speed varies. You don't quite walk at the same speed during the entire duration of the walk, it slows down and speeds up between each step as you put your foot down, push down, and pull your other leg forward. The variation in speed reduces the faster you walk/run, but it's always still there. That variation is the rhythm.
In your animation, the legs and arms move the exact same distance every frame, with no pause, thus they have no rhythm. It's completely normalized. Even the feet are always moving horizontally at approximately the same rate, without any sort of pause when the feet first press down. If you're looking for places to add frames, it would be at the moment of stepping.
If you want an easier time practicing, try instead something very exaggerated such as a stagger. If a person is staggering, they have a VERY clear rhythm of one step, pause, second step, pause, that you can emphasize quite nicely. Then you slowly work from there towards normal walking where the rhythm is a bit less obvious, and then onto running.
Also, try animating the character walking across the screen rather than as a stationary loop. Try animating them going from a standing position into a couple steps, then a slow walk, a walk, a brisk walk, a light jog, a jog, a light run, a run, a full sprint, then trying to slow down into a stop. Afterwards, if you want to make the whole thing easier to upload, move the drawings of each frame to overlap each other like they would in a running cycle. The distances their limbs travel and where a character's foot stops should be much easier to create initially though when actually animating the character moving across the screen.
Good luck, and feel free to ask me any questions you might have.
Did some more work on it. Tried to put more emphasis on the stepping. At the moment it has 25-26 frames. How many should be there?
@JesterSeraph Sadly the school assignment doesn't allow me to do a forward moving walk, it has to move gradually with a loop, and we have so many lessons, lots of homework that sadly I won't be able to do more movements other than what the teacher asks. Not until the end of the semester anyway...
The other thing: I don't know nearly enough to be able to ask questions. I can see when something is wrong, but I cannot figure out what it is exactly. D:
@derkodos Well I use Photoshop, but I read that its bad to do animation in it, its not mainly made for it. But that's the program I know most, and use regularly, so that's why.
On the topic of roughness: I get asked by my classmates a lot, and the only thing I can tell them is, I am not afraid of making mistakes, as Bob Ross used to say: Those are that "happy accidents" and it is very true. That just gives the piece soul and heart. If you chisel it to death, nobody will ever recognize you... well that's what I think anyways...
The amount of frames is wholely dependant on how long you want the walking cycle to be. There aren't any rules on how many frames they have to be, because everyone walks at different speeds, in different ways. This is why I brought up the question of frame rate.
In animation (film in general, but I'll be discussing animation), you have a frame rate, which is the number of frames which play per second. Standards are 24, 30, and 60. The more frames you have per second, the more fluid you can animate motion.
So how many frames your walking cycle is depends on the two key factors of how long you want your walk cycle to be in seconds, and what your frame rate is set to. If you want to see how long your walk cycle is, start walking at a very steady speed, then at some point when one of your feet touches the ground, start a timer. Count every step that follows that initial one (Don't count the step you start the timer on), and when you reach the 10th step immediately stop your timer. Divide the time you got by 5, and that's your average walk cycle time. Then divide that tike by your frame rate, and that's the number of frames you would need to animate your particular walk cycle at whichever frame rate you chose.
Also, Photoshop isn't a very good application for animation at all. It has a couple features for making gifs, but overall it isn't exactly a tool for animation. If you like Adobe, consider trying Adobe Flash (or whatever they're calling Flash nowadays). You'll find it more similar to illustrator than to photoshop though, since it's vector-based, but it is a tool for animation that's been around for a while now and is a common choice for beginners due to its simplicity. Otherwise, I recommend googling "2D animation software" and using a free trial of something to see if you like it.
If you're still looking for critiques on your current walk cycle, consider having the android take slightly shorter steps, and don't have her body bend down quite so much with each step. Everything is just a little too exaggerated. You're certainly getting closer to a standard human walk! I'm sure if you told someone "this is my first attempt at animation," you would make a number of people jealous of your skill.
Hey you have a lot of pretty nice work here!
I'd say don't be afraid to try to clean up and really push/refine your paintings. They have a pretty nice quality to them but really look unfinished, here are a couple of links to other artist that you might be able to learn from their work. Aaron Griffin Art has a bunch of great process/behind the scenes/tutorial paintings that are great to see how one might go from a super rough painting to a more refined one and Brandion Liao's older work has a rough quality to it that I think you might like. I hope this helps and look forward to more of your artwork!! ^__^
@zanben Yes Aaron is a huge inspiration of mine, love his works to bits. (also know Brandion)
It is very hard for me to go further than this, blending is something I am struggling with constantly. Either it turns out blurred or unfinished, and I choose to stop at half finished, before everything goes into the "overworked" category just to be safe... ^^" I guess its a bad habbit that I should work on...