All Of the References

alldrawtut:

Heads constructing

Duc Truong Huyen

fy-merlinxarthur:

[Visit the whole amazing gallery here]

dorkyboo:

sakyru-insp:

theartofanimation:

Kidchan

Recently bought some of these as prints at a convention! OvO

wanted to post this oodles ago after coming back from my first con but i ended up posting it to my inspiration blog by accident! whoops

ashazzminscreed:

roboluvsunicorn:

tastysynapse:

The making of this piece.

This has to be one of the most beautiful things ever. I can’t stop staring at every single detail.

amazinglyartisticadvice:

This one was more of a learning landscapes because i was told i draw too many people, and i figured a good way to do landscapes was to just pick a [Reference] and go do some quick (30 minute) thumbnails using that same basic landscape and colors and values

[x]
So i guess what i would like is some tips for doing landscapes  along with usual general advice
The secret to a good landscape is pretty much the same as the secret to any good work… Composition. It really, truly is one of the most important aspects of making work of any kind, whether it’s a sculptural piece, and abstract-expressionist painting, or an illustration.
Unfortunately composition seems to be something you’re struggling with, at least in terms of landscapes…. The central mass and incidentally the focal point is very nearly dead center, and the line that the eye immediately follows (the line created by the contrast between the sunlit and shadowed side of the dune) has the potential to lead the eye around the image but ends up going almost directly up with a small detour. This makes the composition seem cramped, and doesn’t give the impression of open spaces—Instead it traps the viewer into that small active area. 
You can fix this if you choose by rotating the perspective on the dune slightly, which will both shift the mass and make the problematic tight line slightly looser. 
In future, try to always consider where the viewer’s eye is going to go…. If you look at a work and your eye hits a certain point immediately and then gets stuck there, you have a problem. There are a few tutorials on composition in the #tutorials tag, let me know if you would like me to hunt them up for you.
You’re good at making a harmonious colour palette, although I might punch up the blue in the sky just a bit to provide a little more contrast between that and the yellow. A slightly more vivid shade will work wonders. 
Atmospherically this is marvelous… I also appreciate the way that you imply detail without over rendering it, which tends to be a mistake when dealing with large spaces… Less detail tends to be more. While I’m aware that this was a very quick sketch and not meant to be highly rendered, I believe that a level of detail  not too far above this would be acceptable for a fully finished and rendered version. 
Overall the only thing that is keeping this from being a highly successful sketch are the aforementioned problems with composition. The multiple tones in the colours are wonderful, your use of colour is wonderful, and the detail level is practically perfect.
Hope you find this helpful and I apologize for the delay.
-SA

amazinglyartisticadvice:

This one was more of a learning landscapes because i was told i draw too many people, and i figured a good way to do landscapes was to just pick a [Reference] and go do some quick (30 minute) thumbnails using that same basic landscape and colors and values

image

[x]

So i guess what i would like is some tips for doing landscapes  along with usual general advice

The secret to a good landscape is pretty much the same as the secret to any good work… Composition. It really, truly is one of the most important aspects of making work of any kind, whether it’s a sculptural piece, and abstract-expressionist painting, or an illustration.

Unfortunately composition seems to be something you’re struggling with, at least in terms of landscapes…. The central mass and incidentally the focal point is very nearly dead center, and the line that the eye immediately follows (the line created by the contrast between the sunlit and shadowed side of the dune) has the potential to lead the eye around the image but ends up going almost directly up with a small detour. This makes the composition seem cramped, and doesn’t give the impression of open spaces—Instead it traps the viewer into that small active area.

You can fix this if you choose by rotating the perspective on the dune slightly, which will both shift the mass and make the problematic tight line slightly looser.

In future, try to always consider where the viewer’s eye is going to go…. If you look at a work and your eye hits a certain point immediately and then gets stuck there, you have a problem. There are a few tutorials on composition in the #tutorials tag, let me know if you would like me to hunt them up for you.

You’re good at making a harmonious colour palette, although I might punch up the blue in the sky just a bit to provide a little more contrast between that and the yellow. A slightly more vivid shade will work wonders.

Atmospherically this is marvelous… I also appreciate the way that you imply detail without over rendering it, which tends to be a mistake when dealing with large spaces… Less detail tends to be more. While I’m aware that this was a very quick sketch and not meant to be highly rendered, I believe that a level of detail  not too far above this would be acceptable for a fully finished and rendered version.

Overall the only thing that is keeping this from being a highly successful sketch are the aforementioned problems with composition. The multiple tones in the colours are wonderful, your use of colour is wonderful, and the detail level is practically perfect.

Hope you find this helpful and I apologize for the delay.

-SA

millilicious:

mist-storm:

I finally. FINALLY did Nameless’ re-design (top). The reason I was hesitant is because its jaw was such a pain to make work properly. But! I’ve finally made it where it’s feasible and works mechanically well. Middle design is very old, from last year. 

Before you ask since I’ve gotten this question a lot: I gave it double jaws not for functionality but because I wanted it to have double jaws. 

Rebloggin’ for commission examples!

loish:

process of café pressé

jreckbacob:

saveroomminibar:

Journey.

cool

it’s okay to draw shitty pictures. it’s okay to practice and not get something and make a pile of ugly, shitty drawings that make you want to flip a table. not everything you draw has to be awesome. you don’t even have to fix everything you make that’s shitty. you can look at it and go hey this is really shitty, and this is why, and fold it into a paper airplane. don’t be embarrassed of your failures. don’t feel dumb when you don’t know how to draw something. that knowledge is not built into you or anyone else.

it’s easy to draw a shitty leg or whatever and think ‘dang, this seems so simple, someone else could have drawn this same thing right in eight seconds, i should know how to do this it’s only a leg i’ve got two jammed onto my own ass’ but no matter who you compare yourself to i guarantee they’ve sat around thinking to themselves, ‘dang this is a shitty ______ i just did, everyone makes it look so easy’ and they’ve made piles of shitty drawings too, ones that took them hours and hours and still looked massively shitty, even. don’t get so MAD when you do it, stop sweating all over your tablet with your meaty anger fists. you want to make something and uh oh you can’t? well you’re going to learn how a lot faster if you aren’t sticking your thumb up your ass in protest simmer down
wowwatapic:

siiiiigh i’d really like to go here.

wowwatapic:

siiiiigh i’d really like to go here.