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/dpd/ - Drawing, Painting, and Design

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File: 1430521604387-0.jpg (781.76 KB, 4928x3280, 308:205, 1430510003113.jpg)

File: 1430521604403-1.jpg (183.38 KB, 739x895, 739:895, body study.jpg)

4fa161 No.323

In this thread we'll do non-portrait, non-master studies. Rather than making new threads, we'll keep putting new studies in this thread over time.

c33858 No.324

File: 1430524866718.png (346.6 KB, 1034x892, 517:446, 94FVU4z.png)

gave mysef 30 min


0487e2 No.349

File: 1431057738366.png (352.41 KB, 1000x1000, 1:1, the mountainz.png)

i_tried.png


e7bb82 No.355

Sorta off topic, so my apologies if I'm derailing the thread or breaking rules a bit…but I felt like saying something about this study thread and the last one here of the black dude portrait…why are you using the exact same images as the study threads on /ic/? I mean, they're alright images to study, sure, but this is a separate board and I think needs a separate identity. Having identical study thread images on each kind of defeats a lot of the point of this board even existing (especially when these images get posted here like several days later).

Maybe it's just me that's bothered by it, but I would like to see different things happening here than on /ic/. I'm sure most of the people posting on here also post on /ic/, so why would they come here if it's the same content and community? /dpd/ should have a different feel to it, and be a different community able to stand on its own.

So I guess in an ideal world for me we would get new images on /dpd/ and also images that aren't the same old stuff every time. On /ic/ nearly every study thread (and even the reference threads) are just portraits of beautiful people, or maybe a nude or partially nude figure. Show me some cool drapery or costume or materials or armor or a vehicle or an ugly person or a full scene or SOMETHING that's different.

Alright, I'm done ranting, maybe later I will actually contribute with some images or art.


e7bb82 No.356

File: 1431100938911-0.jpg (300.58 KB, 1407x892, 1407:892, 309.jpg)

File: 1431100938912-1.jpg (506.52 KB, 2889x1000, 2889:1000, 310.jpg)

File: 1431100938914-2.jpg (303.14 KB, 1480x895, 296:179, 311.jpg)

Alright so I felt a bit bad about just complaining and not providing anything of value really, so I did paintovers for everyone. Hope people don't mind.

>>324

You also suffer from the bg and rimlight being too similar in value, though you have the added bonus that you played up the colour temperature a lot so it still reads. That being said I made the light on his skin just a bit brighter anyways. Your whole image is a bit blurry–I'm not if you are working very small and increasing hte size, or if you are using soft edged brushes. Anyways, I used a hard and opaque square brush to just give some edges a cleaner and harder edge. I think it helps the image read better and look a bit more finished.

>>349

Not bad, I can see you are really thinking of the structure a lot. There are a lot of lines though that are confusing and not conveying information well, also your proportions are a bit off. I would do your linework in stages–rough lines on a layer, then lower the opacity and do a cleaner set of lines on a new layer above, you can repeat this process a couple times if you need to. So yeah, I just did some cleaner lines with a bit more simplification and planar emphasis on top. You can also hint as some shadow shape type stuff if you want, I dunno what approach you like.

>>323

This is pretty nice, I think you nailed the proportions better than the rest of the people in the thread. The values on his body too are fairly accurate, my little nitpick is the background you've made too light. Even when just focusing on the body like this, you should always be thinking of the whole image to an extent, and this includes how it reads on the background. So like, even though the value of the rimlight is pretty accurate, the value behind it is wrong so the image loses impact and the arm started to become a bit lost. In some cases you may do this on purpose, but in this case I think that bright rimlight on him is the most interesting part and you want it to "pop". Notice how much better it reads with just a slightly darker bg value? I also threw in a bit of texture. Maybe it's not necessary, and I did it pretty lazily, but it can be a nice thing to try to start incorporating in your images. There's a bit of noise right were it turns from light to shadow on his skin–there's a sort of speckly texture to his skin that shows up around hte terminator line. The blood spatter also is more textural in the photo. So I just used some brushes that sort of have this look already and quickly dragged the brushes along. If I were doing it for real I would use more brushes and do it more carefully and subtle.


4fa161 No.362

File: 1431134521144.jpg (74.71 KB, 731x1100, 731:1100, 8d7bd849b27bf848273d93f4d3….jpg)

>>356

>323 here

Thanks for the criitque mate

Here's a new image I'm going to study. Hopefully it piques someone else's interest.


4fa161 No.363

File: 1431138886932.jpg (164.77 KB, 508x764, 127:191, armor character study wip.jpg)

>>362

this is tough. wip, 1 hour in

if you guys do it, you might want to post your wips too


4fa161 No.366

File: 1431225018604.jpg (109.55 KB, 731x384, 731:384, armor character study part….jpg)

>>363

decided to do a close up and work down after. fastest 45 minutes of my life.


e7bb82 No.375

File: 1431370940923.jpg (331.01 KB, 700x1054, 350:527, ArmourStudy1Hour.jpg)

>>362

I also tried my hand at it with a 1 hour limit. Didn't get the details and straps really, but I feel it's an okay block-in I suppose. Although I liked the face I had in earlier stages, felt I ruined it when I started to blend and render it a bit more. Gotta also figure out how to get patient about things, I get bored so quickly. 1 hour is as long as I can focus it seems :(

>>363

I like the block-in here. Usually I am not a fan of transparency in strokes like that, but you are doing it well by layering colours like that gray over the warm shadow under the helmet. Works well. It's a bit sorta mushy overall as an image though, like mostly I guess the sword is all wobbly when it is a perfectly straight hard edge in the ref. Getting it to feel solid will really help the overall feel. The sword is a bit better in >>366 but you used a texture brush on the edge of it when I'm not sure if it needs that. Use a texture brush for areas that have texture. His face also seems a bit ghostly now, just compare the overall value and saturation of yours vs the ref.


4fa161 No.378

>>375

man, your critique is the bomb as usual, as well as your study. I get lost in trying to paint the features of the face and then I lose the overall value and saturation. And you've so boldly painted the planes of the face as well!

I feel I'm painting way too much detail in this early on. I should really be squinting more and simplifying things earlier on, right?


e7bb82 No.379

>>378

Thanks man. I think there is no right or wrong way necessarily. Different people have different approaches.

http://www.mediafire.com/download/4trzu3an6hcbc8v/ArmourStudy.psd

I uploaded my psd file for you to see sorta how I did this image. The process was a line layer I did in about 2 or 3 minutes, then I laid in base tones underneath for hte background and local values. I then sorta of paitn in all the big shapes and maybe some shadows within those shapes. You can see what I mean by hiding all the layers and then unhiding them one by one from the bottom. Even though it's not organized well it should be fairly clear what I was doing.

But yeah, you can see with the face, I did a big blob of value for the entire head, then sort of indicated general shadows and stuff and it took a little while before I even painted the features in like hte eyes. I like to paint in the whole eye socket first. That kind of thing. Big forms first, details later. Obviously you can do other ways, but this is a simple and common approach because it is logical, fast, and ensures you solve the big issues before doing any details.

Btw, I always forget to squint. I didn't do it once on this image haha! But it is a good thing to do (although more important when working from life). I do flip the image a lot and really think in terms of the simplest way to show something.


4fa161 No.402

File: 1431570538591.jpg (126.15 KB, 1462x768, 731:384, darmor character study par….jpg)

>>379

Thank you for this as well. I am extremely grateful, and really has opened my eyes to the power of clipping masks. I've gotten another wip up, sort of re-started from my >>366 post. Will probably continue in the future with it, but I think I might give a go at a master study sometime soon.


a97297 No.521

File: 1434171165050.jpg (192.7 KB, 901x1100, 901:1100, Untitled-1.jpg)

Gave myself an hour

>>356

Thanks for the feedback, im vaguely starting to understand like "the idea" of edge control and its making painting a ton more enjoyable


4fa161 No.613

File: 1438401002858-0.jpg (625.88 KB, 1135x667, 1135:667, elephant study.jpg)

File: 1438401002858-1.jpg (313.16 KB, 1920x1200, 8:5, 1438374405252.jpg)

Did this one with a friend of mine. Anyone is free to join, too.


4fa161 No.614

File: 1438401235602.jpg (642.22 KB, 1135x667, 1135:667, elephant study.jpg)

>>613

Forgot to turn on one of the layers, my bad.




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