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Weekly Sketch Thread -
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<blockquote data-quote="bobolino18" data-source="post: 3308931" data-attributes="member: 91759"><p>@ Rand86</p><p></p><p></p><p>yeah man I hear ya. It's easy to do. When you sketch try to go for less detail and more gesture. Detail is generally the last resort of poorly constructed anatomy. Often times in illustrations you'll see a huge amount of detail to make up for not well thought composition or anatomy. </p><p></p><p>So you have to make a decision when you start... there is a time for fully rendered final artwork. And a time to sketch. You must put the sketching and the gesture in front of the fully rendered artwork. It's the planning phase. It has to be... if something is off you will see it in the sketch phase... if you jump right into a masterpiece of rendering and then only after X number of hours rendering that your anatomy/proportion is off it will suck. So sketch away. It doesn't cost a dime and is the best way to develop the eye and hand coordination required.</p><p></p><p>Your second set of sketches read. As silhouettes most of them will read. That is the classic animators bench mark. Can a pose or a character read as a solid silhouette? If not you'll probably want to reconsider the pose. </p><p></p><p>I'd go ahead and leave in all your construction lines to give a sense of the structure. Get that 3D shape going let us know where his hips are and how they relate to his torso. Get the heads away from round circles like PacMan and more towards an accurate head shipe which is more ovoid or egg like. </p><p></p><p></p><p></p><p></p><p>Yep these sketches are getting closer to the direction you want to go to be improving. Paper and pencil are cheap. Everyone has a million bad drawings in them they have to get out of the way before they scratch the surface of the brilliant stuff. So do like I do... keep sketching! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> I usually tend to look at my sketches after a while think... ok... this month things suck just a bit less than last month. It's a long, but relatively interesting journey.</p></blockquote><p></p>
[QUOTE="bobolino18, post: 3308931, member: 91759"] @ Rand86 yeah man I hear ya. It's easy to do. When you sketch try to go for less detail and more gesture. Detail is generally the last resort of poorly constructed anatomy. Often times in illustrations you'll see a huge amount of detail to make up for not well thought composition or anatomy. So you have to make a decision when you start... there is a time for fully rendered final artwork. And a time to sketch. You must put the sketching and the gesture in front of the fully rendered artwork. It's the planning phase. It has to be... if something is off you will see it in the sketch phase... if you jump right into a masterpiece of rendering and then only after X number of hours rendering that your anatomy/proportion is off it will suck. So sketch away. It doesn't cost a dime and is the best way to develop the eye and hand coordination required. Your second set of sketches read. As silhouettes most of them will read. That is the classic animators bench mark. Can a pose or a character read as a solid silhouette? If not you'll probably want to reconsider the pose. I'd go ahead and leave in all your construction lines to give a sense of the structure. Get that 3D shape going let us know where his hips are and how they relate to his torso. Get the heads away from round circles like PacMan and more towards an accurate head shipe which is more ovoid or egg like. Yep these sketches are getting closer to the direction you want to go to be improving. Paper and pencil are cheap. Everyone has a million bad drawings in them they have to get out of the way before they scratch the surface of the brilliant stuff. So do like I do... keep sketching! :P I usually tend to look at my sketches after a while think... ok... this month things suck just a bit less than last month. It's a long, but relatively interesting journey. [/QUOTE]
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