really quick doodle :(
really quick doodle :(
Hard to find refs for giant mechanised floating cities inside huge caverns full of artificial light, so a bunch of it is just made up
for some reason your stuff looks too unfinished even when you put a lot of effort to it. it's mostly because of the bluriness i guess, but it's pretty hard to explain. i know this one is far from finished but what i'm trying to say is that i can recognize your stuff from this overall blurriness and unstable shapes. i mean, look at that city, it looks all wonky. your color blending isn't good either.
that's my criticism i guess, so i'm SORRY if i sounded harsh, but you haven't changed much in quite a few months and i'd recommend doing some photostudies to get an actual grip of shape defining etc. i remember telling you this a few months ago so it sucks to see you haven't improved much.
you have great ideas and great concepts, but you can't seem to translate them nicely, so it comes out really wonky, blurry and undefined. if you take time to perfect your skills you'll do your ideas justice.
oh and btw, it doesn't look like a cave. it looks like a dude standing on cliff before a huge floating city on the sky.
The blurriness/spazzy edges of the city is down to the roughness of it all; I was going for more a loose impression of the place as opposed to a nice clean reference-quality render. By colour blending do you mean the actual colour choices or the lack of in-between colours to smooth out the change from light to shade (under the city in particular)?
I know it doesn't look like a cave; the idea is that the cave walls and ceilings are covered in strong blue lights that, when combined with the artificial sun, create a blue-sky-like atmosphere.
I think I've improved somewhat, especially looking at newer pieces like this but that's just my opinion. I'm still very frustrated by colour and form, especially when it's for subject matter that's not easily referencable (artificial ecosystems inside giant caves haha) and I know a lot of my works fall a bit flat in terms of realistic tones and surfaces
Also a quick little sketch from my sketchbook
Another thing without ink :
this one looks pretty good but the shapes aren't stable, they're not well defined. the windows and struts are jaggy but the rendering is definitely improved.
well, i say keep on working dude. you're a promising artist and you have amazing concepts.
Ah yeah, thanks! To be honest with the in-between colours I haven't been focussing on clean rendering recently; it's all been about getting the idea or mood down in a really quick way. But what you're saying helps a lot!
I really want an aesthetic style similar to this which is full of wobbly-rendered stuff and low-opacity, but still manages to look brilliant.
What do you think about my actual colour choices nowadays? I'm starting to understand light and shadow better (more saturated shadows in the colour of the object for 'internal' shadows such as in crevices, less saturated, more ambient-light-coloured shadows for 'exposed' areas such as the shadow cast by a lamp post in a relatively open patch of concrete) but I know I still have a long way to go. I keep telling myself that I will reference as much as I can but I keep not referencing much at all, so my bad on that one
I actually wonder if drawing lines would help your style, Maloof. It's funny, normally artists are taught to quickly ditch lines and render without them, but I think the style you have could profit with the addition of really precise lines. Your forms feel a little too loosely defined and I think precise lines would hold them together, since it feels too much like a bunch of shapes floating around, and don't feel like they're occupying space.
I think for a week you should try adopting a really line-heavy style, possibly just ditch colour altogether temporarily, just to try it out, and then maybe meet half way afterwards.
I guess on one level I try to be all quick and fluid and then also on the other hand try to clean up all my edges and go for crispness, which leads to the hard-edged blobs of flat colour which I really don't like
Maybe you could try emulating the style of those chinese mountain landscapes, since they're normally depicting the same scale as you, but they do it with strong, distinct marks. I don't have an image editor on this laptop but I imagine most of your digital stuff looks really bland when it's desaturated because all of your forms (which are almost always really really interesting, narratively) relies so much on such subtle changes in hue. I say just work in a really line intensive style for a short while and go for shitloads of contrast so you get something that looks great even when it's desaturated.
Those are just my thoughts anyway! You have some of the most interesting compositional ideas of anyone here (which I am incredibly jealous of since that's where I desperately need to improve the most) but they're let down by something (imo your values/lack of lines/indistinct forms, which I think are more or less the same thing).
maloof, your colors are interesting and calm, so keep up with that. i'd work with a bit more contrast but that's just me. focus on your shape definition and avoid wobbly/blurry looking stuff. you can make it wobbly (like that picture you showed on your reply) if that's your style, but you should notice his stuff looks really well defined and he doesn't get wonky windows, etc. it looks natural, hard to explain.
good luck i guess :)
and i'm sorry if i'm having a hard time explaining all this, i'm brazilian so that's as far as my vocabulary goes :p
I got my tablet today, and had just read 1984, so I decided to draw the ministry of love
It's the first thing i've ever drawn besides random doodles, ever.
Why buy a tablet if you've never drawn before?
I'm sure that there are millions of problems with it, please tell me all of them so I can get better, I am pretty artistically challenged.
Im going to break this picture up into multiple paintings, seeing as its a fairly wide view of the nebula. One for the upper spire, one for the lower, one for that cloud on the right. More opportunity for detail, and I could possibly merge them together if it looks right.
Mainly its just that doing the entire thing in one go would be a pain in the ass, and I would lose interest halfway through and the rest would suffer.
Because people can, and it's a gateway to learn or experience something new.
Yes, it's absolutely most recommended to learn to draw properly on paper first. But it's not a must.
Going for a more subdued, less super-saturated-everything-is-made-of-copper aesthetic for the game.
Quick undetailed mock-up
I like it, industrial scenes really float my boat. 10/10 for huge pipes
Fly you fools!
Ian McKellen is definitely one of my alltime favourite faces.
If I could take one step onto the set of The Hobbit and see him dressed up as Gandalf...
Anyway, this piece is definitely a step forward for you, solid effort!
Every time I see Gandalf hugging one of the hobbits I am overcome with jealousy, I'm not gonna lie. And thanks! About 2/3 of the way through another lotr still. This one's a little out of my comfort zone because it's more about the scenery than the characters but it seems to be going well.
I tried scanning this, but it looked SO bad because the scanner reflects so much light off of the dark areas and generally looks fucking awful, and this photograph doesn't do a fantastic job either. Just believe me when I say it looks better in person D:
looks pretty messy, took me a while to figure out what was going on.
For some reason I can make up people, clothing, equipment, and other vehicles as I go, but not spacecraft.
Drew a bike, sort of
Oh you little bugger.
Fucking love that illustration though. Fantastic splitting whilst still retaining a nice and whole easily readable shape.
Should I make a sketchbook thread or keep it all in here?