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Messages - Âme
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1
2D & 3D / Re: Official Anatomy Thread
« on: April 15, 2015, 08:34:21 pm »


Drew this before seeing your reply, but paying attention to the reference I did notice alot of what you said. The nasal cavity is a bit higher and the jaw is a bit lower to make room for the teeth. Also using my own face as reference, feeling where everything is in relation to the familier stuff on the surface. The whole thing still looks a tiny bit too short and wide, but overall  :y:

Thanks for all the help Night. I will post another soon

2
2D & 3D / Re: Official Anatomy Thread
« on: April 14, 2015, 06:52:31 pm »

Bleh.  :blind: little better proportion wise, but the shading I did on the last one looked waaaay cooler. Didnt get much/any sleep, so I was lazy with that and with references again. I must not have been paying very much attention to what I was doing because usually i scribble notes all over the page while I draw. Things I like, don't like, need to improve, stuff I notice I'm doing or not doing, anything that seems off, etc. None today, at least not till I was done and noticed they weren't there. Hopefully I will be more focused when drawing the next one.

You can't directly apply the proportions of the face to those of the skull, lots of things are totally different; and the main proportions you're going for (the roughly 3 noses in a face rule) isn't very applicable for the skull, considering flesh adds a lot of different variables to the face.
Shouldn't it still work as a rough guide though? I mean, muscle doesn't add anything height wise and the features remain in the same general places as a blank, emotionless face. The nose is over the nasel cavity, the teeth go in the mouth, and the eyes aren't going to leave their sockets.
The main problem is the width of skull. The eye sockets are far too big, and also too far out from each other. Fixing that will pretty much solve the problem with the proportions I feel (perhaps narrow down the cranial a bit too, to fit with the smaller orbit size).
Completely agree that the eye sockets were/are the main problem. Fixed? How else can I improve?

3
2D & 3D / Re: Official Anatomy Thread
« on: April 11, 2015, 09:12:15 pm »

New one. Brows are in a better spot now. I tried to use a photo of a real skull instead of just images in my anatomy books, but I wasn't as focused today, so I just drew without looking at reference as much as I should have.

The red lines above and below are where I feel like the skull should be at height wise. I'm not quite ready to give up on the Loomis proportions since it seems like they should work and because everyone considers the methods in his book to be great learning tools. I just don't know why it doesnt seem to work on my skull. Obviously your skull can't be longer than your head.

Here's a sort of ok image of the proportions


I mainly followed proko's instructions in
How to Draw the Head - Front View: http://youtu.be/z4ZLkyTuX_w

Final notes for this- the Zygomatic process looks better, but maybe out to far, and the top sides of the cranium seem to angular or bumpy. Should the eye sockets be smaller?

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2D & 3D / Re: Official Anatomy Thread
« on: April 11, 2015, 12:34:41 am »
First ever attempt at a skull today. I used the loomis method for the proportions of the head, but the chin doesn't seem low enough. The face looks like it needs to be longer to be realistic. It has a more cutesie feel, but I think I might actually like that.

First anatomy post! Yay!  ;D Hopefully I can get into the swing of things and post one of these at least once a week. Comments and critique appreciated.

Edit: the eye sockets are also much to high. The line cutting through them should be the brow line

5
Pixel Art / Re: [CC] [OC] Zappa, Mercury, Lynne, and Lennon
« on: April 07, 2015, 12:30:50 am »

I fixed Lennon's Harry Potterness


it still super looks like harry potter to me dude, its the clothes too -


I think this also might be due to the Gryfindor gold of Lennon's background. :P If you have not already printed this, it would be a quick fix

6
Pixel Art / Re: [WIP] bike (help with axonometric perspective)
« on: March 10, 2014, 09:21:59 pm »
The light is supposed to be coming from the upper left hand corner

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Pixel Art / Re: [WIP] bike (help with axonometric perspective)
« on: March 09, 2014, 06:30:17 pm »
update

started trying to shade/add texture and all that, but got frustrated and stopped. I can never get anything to look right. They look ok, but not... interesting, I guess. Any ideas for how to make things a little more realistic?

YellowLime: I downloaded Blender a few years ago and actually was messing around with it before I found those threads. You can get free downloads of models online, so as long as the camera is at the right angle, you can use it as a great reference for basically anything. I will defiantly use it to check forms and everything, but so far this draw and turn thing is a lot faster for me and allows me a lot more creativity and imagination in the moment. Do you know of anything I can work with for texture and shading?

8
Pixel Art / [WIP] bike (help with axonometric perspective)
« on: March 02, 2014, 10:36:46 pm »
recently stumbled upon some old posts about axonometric perspective and there were some quick little tutorials in them I found very helpful. I think both were by Cyangmou, one about drawing a tree and the other about some rock monster I think. Anyway, this is my shot at the method he used and so far I just want to make sure I'm doing everything right. Also, is there any simpler way to make the side view with the same proportions without redrawing the bike from the front and doing the whole flip flop thing? I have a feeling I won't be able to make each view look like they belong to the exact same object.

Am I doing everything right? It is crazy to me that with such a simple side view I can do all that. I will update later with shading, detail, etc. I'll take any input you've got! :)

Oh, before I forget, this and this are the threads I was talking about if anyone else wants to take a look.

9
Pixel Art / Re: Tiles C&C
« on: February 25, 2014, 10:37:50 pm »
Hey, these are very cool, but what kind of feedback are you looking for? Part of the reason you may not have gotten any responses is that people don't know what you specifically want to discus about your piece. Give us a bit more to work with. ;) This community is happy to help and will hopefully be a good fit for you, we just need a little more to work with.  :) Good luck!


10
Pixel Art Feature Chest / Re: Sir Gregory & Creya
« on: September 26, 2013, 12:58:03 am »
I don't have a lot to say anatomy or pixel wise, but I just wanted to say that all your concepts for this look great.  ;D Personally, I think the direction your taking the steampunk stuff is awesomely original. Some people are saying it feels more Cyberpunk than Steampunk, and I won't disagree, but I don't care, its sexy as hell. It still feels like industrial era, early 19 hundreds, which I think you said you were going for, but is defiantly in a different direction than most steampunk. I just thought I'd offer some words of encouragement because this style is epic and I love it.  :)

Wish I could offer more to help, but if its any consolidation, if you ever make this into some sort of a game or anything, I WILL be throwing money at it. So there's that... :y:

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