I bet he's be pretty proud of your tribute
I bet he's be pretty proud of your tribute
I wanna crack a joke about Dr. Mwho? Or perhaps a Luigi version, but then again I have always been more of a weegee fan anyway.
I already mentioned fading the boo in to the background more. so their is that.
I think you could also benifit from a stronger shadows. by pushing tinbs more in to the dark and having a focused light source you could give off of a more "single light source in a haunted house feel."
I really like the wide eye bit you got going on there with Dr. M I think it is the good start to an expression to go with the don't blink theme.
I like the shadowing you got going on with the mouth of boo. it has alot of the stronger shadows I was mentioning about doing on Dr. M
Over all I think this is a good improvement over past works. Your lines are cleaner and your coloring and shading are smoother.
Congrats man, keep it up
I have been thinking about this for most of the day since I saw it this morning. I really wanted to give it a critique, but I'm just now getting around to it.
this is very rough and stiff. The over all animation is actually pretty terrible.
To start the torso is completely locked as the rest of the limbs move. And walking actually starts with the center of mass, not the legs or arms.
You have no up or down motion at all and no squash and strech. Even in attempts of more realistic animations, the body deforms as it walks. here you have nothing bobbing up or down or pushing out to even show the weight of the character as it walks. I have noticed this to be a reoccurring issue with your animations.
Your walk seems out of sync as well. you seem to start here with a close to neutral pose, especially in the arms, but by time you get to the end of the loop, you have not completed the loop by making it match up. this makes the animation look like something other than an actual walking animation.
I do like the fact that you took time to have the Drool and ears flop with the walk as well, that was a nice touch, even if they are a little stiff, I just wish you had paid as much attention to the rest of the body.
One more thing, Be careful with your mesh deforming around your hips there. the skin isn't wrinkling right and causing the polygons to crease and flip.
As I mentioned to you before. really study the rules of animation. Observe animation books, even ones about 2d animations. Almost all of the principles bridge the two mediums.
Keep practicing and good luck.
Oh, god... it's not drool, it's his tongue!
But I wish to thank you... I've not been in someone thought since a lot of time :)
I can understand you, as a "viewer", catch only the final results and in your review there's some points, although I hope you really don't believe I don't already know it, I can submit. BUT, if you permit me, I'll give you a tip: your review are too scholar and give the impression that you only "read about" and never do.
As for the loop I'll tell you that this was part of a large clip involving a second animation (cut off for further editing).
That's can be considered my fault because your analysis on the origin of movement is pointless for me as I, being a medic and a martial art master, perhaps know better than you how real body movements works. In real world each movement starts with a unbalance of the mass center of the body, immediately followed by the re-balancing attempt of the limbs repositioning (please note I'm italian).
Really the "show the body weight" thing make non-sense to me... the principle of biological movement is to keep the balance of the whole body, distributing the weight without making the body itself wobbles as I'm noticing in almost all "new-gen" games (quite ridiculous and surely not realistic at all).
Oh, dear... if that all the problem about our animations I'm starting crying of joy! I'm really feeling a master now! We've started doing them at the end of April 2013 from scratch, perhaps we're just more concentrated on setting the rigs and the influence areas... but if I were to wait until we reach perfection before showcasing something, please excuse me for my roughness. It's just a sample anyway, meant to be used as test with the game engine, and the tearing points are almost solved by now.
"Practice means more than theory" is not only a lucky-cookie phrase, it's the truth... rules are useless without tests while tests can give results that break off all your rules. Man, there's an abyss between 2D and 3D... you should know!
... how much....
No really... how much...
Love and Tolerate you to DEATH!
Alright i'm not going to rag on anatomy too much, I'm sure you already know you need to work on that. But I do wanna make sure you understand that proportions and keeping your drawing proportional with its self is just as important as anatomy.
With good proportions, the character will still look some what good, even if you fudge the anatomy a little.
look at the shoulders, hands and head, they are all off. one shoulder is smaller than the other, the head is quite large compaired to that shrunken left shoulder and the hands are quite small. Once you settle in to a set of proportions for a character, you'll find that if you follow them, drawing the character will become easier and a bit more natural.
The pose is alright, but could be much better. First off. try to advoid cutting off a character at a major joint.The major joints are the hips, the knees, the elbows, ankles, neck, and wrist. You have Scorpion cut off at the hips and it gives off the impression of him having no lower half. This is mostly about composing the picture. By having a better composition the piece will a little more dynamic and less uncomfortable.
Speaking of poses, a suggestion is to take his right hand and turn it in a little. Show off more than just the back of the hand. Get some of those fingers and a little of the side in there. Again this will be more dynamic and interesting to the viewer. Sure its a hell of a lot harder to draw this hand gesture, but its a hell of a lot more rewarding in the end.
In to the lighting we go. Simply put, you need more. no worries. I intend to be a little more in depth.
At the moment you have some very flat shading. You need to get some highlights in there and a couple more levels of shading about the character. Try and think about the character as a 3 dimensional object and how the light falls on to him. Also try and think of the textures in the picture and how they cast shadows as well.
The skull on his belt could really pop out with some really good highlights and a couple levels of shadows.
Drop a red dot or something in to the composition on a new layer and treat it as your light source. It'll help.
One last technical thing I want to point out is the line weight, or the thickness of the line art.
Much of your line weight all the same. That makes is motionless, stiff and boring.
Use Google image search for "Line Weight" the results do an excellent job of illustrating the entire concept. but one in particular is this little gem.
its not just using line weight for dynamics and weight, but also to show some lighting. A really excellent example indeed.
Now back on track. Varying your lines can add a lot to a picture. it can really add presentation to a character. . To add weight you.... give me a sec, its been a while since I have had to explain it... It.. just comes so naturally now, er.... Quick to the GOOGLE!
Yeah... the more you learn and more you do, the more natural these things become... which obviously means you forget how you actually did it in the first place... Yep all the illusion of be mysterious being known as Artist...
"Enough Rambling you. Back to explain!"
Ah yeah.. this explains it well enough. its about pen pressure and the motion of your pen/pencil. getting more expressive and heavier lines on strong curves.
Be sure to study some of those google pics too. they will help you understand a bit better than just a plain block of text.
On a parting note, your Dash is actually drawn better than Scorpion. It has better proportions and everything. Not bad. could use some lighting though... and less creep eyes....
Well Bro-hoof-out everypony!
Hoo boy, I certainly asked for it! Every single thing you pointed out is absolutely true, I really do need to study up some on not just anatomy but also of proportions. I never actually considered line weight, but from your explanation, I think it might just add some of that extra kick into the end result to just make it POP! I agree that shading can really bring out a picture, and I was really uncertain with this one. I've yet to get a full grasp on the thing, and I was nervous to add too much or even any at all, lest it look bad, but I've got to get practice in somehow, right?
I honestly just started off drawing as just a small hobby, but over the past few months, it's really grown on me, and I shall indeed strive to better familiar myself with various techniques. And yes, I will work on Dashie's eyes... staring into my soul 0_0
Thanks for the review Kinsei, it is really helpful! And a brohoof to you as well!
Very touching. And excellent work to boot.
I wonder if my cat ever misses the kittens of her's I gave away. Man I hope they are all doing ok.
damn now I feel like scum. I'm going to go pet my cat and her two remaining kittens now...
This is much closer to the kind of dragons I like. A bit more gnarled and fierce.
Down side though is the scale work isn't that good. Be sure to check out some reference when working on this kind of stuff.
The wings seem a little rushed in the webbing parts, and the structure is off.
Look in to bat wings to really get the feel for the anatomy.
Also, you should really make your own backgrounds. Unless you have literally photographic level rendering skills, you shouldn't use a photo background, and even then its usually not a very good idea.
The maw and head is very crocodile like, I like it.
Keep practicing, and be sure to look up lots of reference and practice.
There have been several times between last year when I made it and now that I wished I would have kept the PS document of this drawing. I would go back in and draw the background myself.
I will surely go back and redraw this in the future, because there are so many things I want to improve on.
even though you posted it in Maemaemae's thread, but I'd like to drop a couple things for it anyway.
To start, this has a good feel, and its going in the right direction, you just need to go a bit farther with it.
One of the first noticeable things is the bigger figure, it seems to have less effort put in to it than the smaller piece. I get this feeling mostly from the spacing of the pieces, the pose of the manikin and the balance of the pose used.
Yeah the balance of the large manikin is really off.
I think you should have had the larger manikin leaning more over the smaller manikin. All to just show his own curiosity of the smaller one's actions.
You should do some posing exercises where you draw poses to try to convey emotions and such with out drawing a face and such.
Another thing that doesn't translate well with both characters is the legs. It looks like there is just one leg. Now, I'm not sure if they are just suppose to have just one leg, or if the appearance of just one leg is intentional, or what is going on.
I think you could benefit from practicing with two legs showing rather than one. it could give your poses a bit more dynamic to play with.
Your lighting on the cylinders is pretty much ok, but it needs some aid else where. Your box off to the left has hardly any shading to it at all. What shading it has says that the light is above it rather than to the left like shown on your figures. Also your ground shadow cast by the box and the larger figure doesn't match the smaller figure which has a much, much longer ground shadow. So you might want to correct that.
So I like the blue, and you got a start, just need a couple tweaks. Good luck
Now there is a game I would play.
Awesome Job too. I really like the line work and color. The poses are pretty solid and dynamic over all. Faved
This reminds me why I like the rain.
If you think you have what it takes, then come at me. I'll enjoy this.
Age 36, Male
Art Institite of Phoenix
Joined on 9/9/06