I'm an art student from Hungary. I am studying 2D and 3D animation, but my main goal is to get into film or game production as an artist. Would love to get better az 2D Illustration, Concept Art (both character and environmental, 2D and 3D) before I choose my final path.
So here I will upload a lot of different things. Cheers~~
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This is a painting I did in the summer, that I am very proud of. I now can see some anatomical incorrectness in the area of the neck and shoulders, so I am gonna look out for those in the future.


Some recent stuff I did. I'm trying to get into environments more. With this I tried to consider the "fore-ground, middle-ground, back-ground" trinity, scaling, atmosphere, and colour.


Started as a study on anatomy (guy) turned into something else. I decided not to use reference for this. In some parts this shows sadly, but I wanted to upload it anyway.
Also this turned into a Jason Todd fanart (with my OC, ((who is not involved romantically)) ) whoops I guess?
The girl I think came out very well, the guy... well I'm trying :confused:

Very interesting works so far!
I love how the first portrait merges abstract and specific. For the neck-shoulder-breasts area I highly suggest using refenreces, it will help both the painting and you in long-term.

The enviroment has very pretty colors and mood. I think you could've pushed the fore-middle-back ground a bit more, make the first subject bigger, make the second a bit sharper etc, but you are definitely on the right track!

You have a knack for illustrations, again, your colors are lighnitng are beautiful! With abs on both paintings it's important to remember that they are all covered by the same skin, so they shouldn't be divided by sharp lines. Sometimes less is more and only suggesting the abs by shading instead of clear lines would make it more realistic.

I'm definitely looking forward to seeing more stuff from you!

Thank you for the tips, I'm gonna keep them in mind in the future! Happy you like my stuff :blush:

Those brush marks are looking good

Love your use of colours. Would also love to see you do some more refined work as your stuff is pretty loose at the moment but there's no problem with that. Keep it up!

I love the roughness in your work. Really looking forward to seeing ore from you

@veek91 Thank you very much, I try :smiley:
@Jamethy Yes that is a problem of mine. It's very hard for me to go with a drawing to completion. I feel like once I'm done with the idea, and that idea is recognizable, deductible and understandable, I am done, and I lose motivation to push that piece further. The other problem I have with finishing is, I can't figure out when is something done. I many times overwork or underwork my pieces, and end up with something that looks worse than the sketch/rough itself.
@derkodos Thank you! My roughness is somewhat explained in the upper reply. The other thing that I am often struggling is to preserve the sketch's dynamism and soul. Often I end up with something less interesting, less fun when I refine or soften my brush strokes.

Maybe these problems come from my skill, or rather lack of it. And these will get better with time. I certainly hope so :confused:

My first tries at animation. Just some keyframes.

The walking animation looks a bit strange. I think it is because the forward leaning in it. I'm not sure.

Animating is hard, that is for sure :smiley: :cry:

I get what you mean with the loss of energy that the piece has when it's more rendered out. That's something I have to work on myself also. Nice animations by the way. The first one looks a bit stiff but I really like the sway of the hips in the second one. Not bad at all for a first try!

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.