I think the first half of the process went pretty successful, in terms of breaking silhouette [event hough the poses being repeated between all the explorations kills a lot of the excitement in pages 2-5]. Moving into the grey scales though the posing really stiffened up and the scantily clad way you interpreted your silhouettes leaves them looking trashy and uninteresting. I would re attemt the final drawings pushing for more interesting posing and more CONSISTENT FORM LANGUAGE. What that means is carrying a design idea across the entire design [see Kazuma Kaneko for an artist who is able to take a shape and move it across the whole form]. This will prevent it from feeling like a random character is just wearing unnecessary, unconnected random objects. Make it consistent, make it iconic, make it energetic.
I second a lot of scotts coments from a design standpoint so I'll critique your technique. I think you should look to a few other artists to break out to f the tropes your drawing:
-Bad or warped faces and head, need more structure
-Skin tight clothing wraping around anatomy tightly because you don't know/are scared of drawing folds accurately
-Drawing inaccurate or inpractical clothing to sexualize the character in a way that feels inconsistant with the character- (see widowmaker vs tracer here:https://www.youtube.com/watch?v=ZmLkVtqjf1A) Your issure is more with costume design than pose.
Artist I would look at that break these bad habits: -Marko Djurdevic -Carlo arellano -Minji Yoon -Kevin Chen -Iain Mccaig -Dermot Power
I think the first half of the process went pretty successful, in terms of breaking silhouette [event hough the poses being repeated between all the explorations kills a lot of the excitement in pages 2-5].
ReplyDeleteMoving into the grey scales though the posing really stiffened up and the scantily clad way you interpreted your silhouettes leaves them looking trashy and uninteresting. I would re attemt the final drawings pushing for more interesting posing and more CONSISTENT FORM LANGUAGE. What that means is carrying a design idea across the entire design [see Kazuma Kaneko for an artist who is able to take a shape and move it across the whole form].
This will prevent it from feeling like a random character is just wearing unnecessary, unconnected random objects.
Make it consistent, make it iconic, make it energetic.
I second a lot of scotts coments from a design standpoint so I'll critique your technique. I think you should look to a few other artists to break out to f the tropes your drawing:
ReplyDelete-Bad or warped faces and head, need more structure
-Skin tight clothing wraping around anatomy tightly because you don't know/are scared of drawing folds accurately
-Drawing inaccurate or inpractical clothing to sexualize the character in a way that feels inconsistant with the character- (see widowmaker vs tracer here:https://www.youtube.com/watch?v=ZmLkVtqjf1A) Your issure is more with costume design than pose.
Artist I would look at that break these bad habits:
-Marko Djurdevic
-Carlo arellano
-Minji Yoon
-Kevin Chen
-Iain Mccaig
-Dermot Power