[QUOTE=Scotchair;38181913]If you want to get really nerdy with composition check this one out.
[url]http://www.thephoblographer.com/2011/04/08/an-introduction-to-golden-spiral-composition-method/[/url][/QUOTE]
Most random looking golden spiral composition I've seen.
Also he made the spiral fit just around the subbjects and not the photography as a whole, which is silly, doesn't make any sense and isn't how you compose things.
Basically a "Jesus is everything" use of examples.
I think these are more reliable to use for learning composition:
[url]http://photoinf.com/Golden_Mean/Eugene_Ilchenko/GoldenSection.html[/url]
[url]http://digital-photography-school.com/divine-composition-with-fibonaccis-ratio-the-rule-of-thirds-on-steroids[/url]
[url]http://fmphotocourses.blogspot.no/2006/10/advanced-composition-and-golden-ratio.html[/url]
[url]http://jakegarn.com/the-rule-of-thirds/[/url]
[url]http://www.photographyicon.com/goldenratio/[/url]
Golden Triangle seems like bollocks in every example though, probably a reason why it isn't used very often. :v:
Ganerumo the anatomy overall is good but the feet really bother me and are easy to fix. They're making it look ameture and too cartoony. Make them the same size and less boxy.
Also content
[IMG]http://i.imgur.com/YXPDS.jpg[/IMG]
I went to an art shop and bought some clay and made my own simple skull based off a George Brigman drawing. This was pretty much my first study from life ever (long overdue) while also playing with colour contrast for fun.
[QUOTE=Ganerumo;38182302][t]http://i.imgur.com/fowZH.png[/t]
Is this better ?
[editline]25th October 2012[/editline]
I understood the whole golden ratio thing. I just used to call it balance.[/QUOTE]
Looks cool. I wouldn't make the extended leg that straight tho, humans don't stand like that.
Also might be better if you move the cliff with the guy a bit down, almost to the level of the darkest dune. Can be argued though.
The finger on the sword grip is way too huge.
So I made my first animation thing, which is the ball dropping exercise.
[IMG]http://i.imgur.com/k0mpz.gif[/IMG]
What do you guys think?
that ball must be falling accelerating pretty fast to get so elongated
I like the stretching, it gives it a nice cartoony effect. Accelerating it a bit would make it look a bit better though, I think.
It's a pretty neat animation for a first one.
[QUOTE=Eltro102;38183305]that ball must be falling accelerating pretty fast to get so elongated[/QUOTE]
oh right I saw a video on youtube before I started drawing. The guy in the video made one first where the ball was completey stiff the whole time and then made an exaggerated form to demonstrate the squisshyness (?) of the ball. So I kinda copied that without realizing it
[editline]25th October 2012[/editline]
[QUOTE=Ganerumo;38183351]I like the stretching, it gives it a nice cartoony effect. Accelerating it a bit would make it look a bit better though, I think.
It's a pretty neat animation for a first one.[/QUOTE]
It was faster on photoshop, I dunno why it gets slower, but thanks :)
what also looks weird is that the ball goes from completely elongated (which fits if your going more cartoony) to completely flat without any inbetween stage, but it is pretty nice for a first animation
[QUOTE=D3TBS;38183352]It was faster on photoshop, I dunno why it gets slower, but thanks :)[/QUOTE]
Set the delay time to 0,06.
If it's set to 0 then it will be as fast as possible, which will be slower and different on every webbrowser for God knows what reason.
0,04 is 24fps but is displayed unevenly on certain browser.
0,06 is 16fps and displays the same on every browser.
[QUOTE=Eltro102;38183395]what also looks weird is that the ball goes from completely elongated (which fits if your going more cartoony) to completely flat without any inbetween stage, but it is pretty nice for a first animation[/QUOTE]
yeah, should add more frames next time
[editline]25th October 2012[/editline]
[QUOTE=dgg;38183435]Set the delay time to 0,06.
If it's set to 0 then it will be as fast as possible, which will be slower and different on every webbrowser for God knows what reason.
0,04 is 24fps but is displayed unevenly on certain browser.
0,06 is 16fps and displays the same on every browser.[/QUOTE]
gotcha
[IMG]http://i.imgur.com/pT550.gif[/IMG]
[QUOTE=D3TBS;38183558]yeah, should add more frames next time
[editline]25th October 2012[/editline]
gotcha
[IMG]http://i.imgur.com/pT550.gif[/IMG][/QUOTE]
somehow I liked the first one more
Holy crap, I need to dig out my bouncing ball brief from uni... nostalgia.
[QUOTE=lucky;38173075]Good stuff. You gotta be more confident with the shading though. Make your darkest darks darker, that allows for a wider range of midtones and more detail overall.[/QUOTE]
Thanks.
[IMG]http://imageshack.us/a/img528/9578/image2dj.jpg[/IMG]
[IMG]http://imageshack.us/a/img404/8775/image3gf.jpg[/IMG]
These didn't turn out as dark as I'd like though, should I go out looking for a soft pencil or something?
The first thing I ever animated :')
[IMG]http://i228.photobucket.com/albums/ee52/baron_of_bean_dip/temp-450-35374464.gif[/IMG]
[editline]25th October 2012[/editline]
[QUOTE=Krinkels;38183984]Thanks.
These didn't turn out as dark as I'd like though, should I go out looking for a soft pencil or something?[/QUOTE]
Yeah, or try working into it with pen. Love the first one, get stuck in with a 6B or something and bring out those details.
[QUOTE=D3TBS;38183558]yeah, should add more frames next time
[editline]25th October 2012[/editline]
gotcha
[IMG]http://i.imgur.com/pT550.gif[/IMG][/QUOTE]
Somehow it actually revealed the main issue with your animation.
I think the first throw of the ball, before it hits the ground for the first time, has too much frames.
The longer the fall is, the bigger the space should be between each frame, so it gives a better impression of speed.
Another thing to do is to draw in your contact frames. If you look at the impacts they don't carry much weight. I drew this quickly to explain, the contact frames are drawn in blue. It'll stop the impact from sort of popping/skipping like yours is at the moment.
I've got a degree in animation btw, so if you've got any questions feel free to ask. Also, this book is like an animator's bible [URL]http://www.amazon.co.uk/The-Animators-Survival-Kit-Stop-motion/dp/0571202284[/URL]
[IMG]http://i.imgur.com/feykS.jpg[/IMG]
[editline]25th October 2012[/editline]
By contact I mean when it contacts the ground, just to clarify. Whenever two objects interact you should show the instant they touch and the instant before they stop touching. Even if it means stretching it out so it can reach the ground. Like so
[img]http://www.dungeoncraftgame.com/blog/wp-content/uploads/2011/02/animatorsurvival.jpg[/img]
Wouldnt those frames be shorter than? Otherwise it would look like the ball would stay on the floor for too long
I actually dont plan on going in too deep in animation for now. I just wanted to make a music video like this [url]http://www.youtube.com/watch?v=7f18n-Nm0ag[/url] so this was just a first shot at animation, since Ive heard a lot that the ball exercise is pretty essential in animation
Trust me, it'll make it look waaaay better. It'll make it stay on the floor 3 times longer yeah, but yours just sort of quickly slaps the floor for a single frame, which is too quick. Without sounding like an elitist prick... that's just the way it's done lol, and it's done for a good reason. No point in picking up bad habits when they're easy to address now.
[editline]25th October 2012[/editline]
You dont always have to animate the "leaving" contact point if you want to give it more pop... but definitely the "arriving" contact.
[QUOTE=Krinkels;38183984]Thanks.
These didn't turn out as dark as I'd like though, should I go out looking for a soft pencil or something?[/QUOTE]
Depends on what pencil youre using, and how hard you pressure it against the paper. Something like an HB gets you around enough tones. A 2B-3B are also good and can get your darker values, but I dont really use them in the beginning because they smudge easily.
[editline]25th October 2012[/editline]
[QUOTE=Scotchair;38184420]Trust me, it'll make it look waaaay better. It'll make it stay on the floor 3 times longer yeah, but yours just sort of quickly slaps the floor for a single frame, which is too quick. Without sounding like an elitist prick... that's just the way it's done lol, and it's done for a good reason. No point in picking up bad habits when they're easy to address now.
[editline]25th October 2012[/editline]
You dont always have to animate the "leaving" contact point if you want to give it more pop... but definitely the "arriving" contact.[/QUOTE]
no, i appreciate your advice. if i ever do something like this again, ill kepp that in mind
[IMG]http://i.imgur.com/C4FLm.jpg[/IMG]
A sketch I did for a friend
[QUOTE=k4rl;38177604]The better question is, how can someone be this confused? It's a DOODLE. I made it during class, it's of a conceptual character that I designed, a gun that I also designed as well as a helicopter.[/QUOTE]
I "free-handed" the picture I posted as well, but I wouldn't specify that because it just sounds stupid when there's no reason for anyone to think I used any measuring tools
That is the point I was making about yours
And maybe it seems like I'm being petty and dissecting your post, but like I said it's just a pet peeve.
Graphic Design project
My assignment was to come up with an idea for a game and start drawing out concepts for it
I decided on the Soviets building a superweapon on the moon, so the good ol' American boys gotta go take it out. I am also involved in some amateur game development, so my programmer friend and I might run with it.
[img_thumb]http://i.imgur.com/SXf5J.png[/img_thumb]
Anyway that's the Soviet lunar rifleman
I'm going to do Moon Spetznaz guys next, with jet packs. They have little draw cords attached to their rifles, so if they drop them in low gravity it zips back to their chest
It's a bit blurry, I would work with higher opacity brushes on 100% hardness. It's pretty nice otherwise, feels a bit flat in some areas where the form could be better (1st one the jacket and arms mostly). It would look better without pupils too imo. Pretty nice though.
You should make it interesting, have the americans as the antagonists for once and the good old soviets taking them out
[QUOTE=MakoSkyDub;38186958]You should make it interesting, have the americans as the antagonists for once and the good old soviets taking them out[/QUOTE]
this is the best idea
[editline]26th October 2012[/editline]
play as space vdv
[editline]26th October 2012[/editline]
veh deh veh
Here's another one.
[t]http://i.imgur.com/j8XJt.png[/t]
[QUOTE=MakoSkyDub;38160420]Read AI's recent post highlighting the necessity of drawing flow lines through the body
He kindly included a post of mine in there which is also relevent[/QUOTE]
I can't seem to get this flow thing down. I just can't see the "flow" in the body itself. My lines come out messy and I don't really get the sense that my drawing has the same "flow" as the image I'm using a reference.
My body is ready
[img_thumb]http://i.imgur.com/IsOVh.jpg[/IMG_thumb]
See you guys in two hours. I hope I don't screw up :smile:
Well your result from doing gestures comes from more than just identifying lines of action. In fact to be getting them right, you do need to already have a good eye (sizing intuition) plus having some anatomy basics ingrained helps a lot too. All of this comes with time. The best way to develop each facet of your drawing knowledge/ability is to just hone them all at the same time; this will just happen gradually as you draw things. The downside of all this is that you WILL have to bear with being shitty at drawing for a good while. Really becoming good at your stage depends more on how much you WANT to be able to draw than how much direction you get from others. If you can push through the beginning, you'll improve in leaps and bounds once you get some footing.
The upside of it is that once you DO have your basic skill set down, you won't have to re-learn how to draw different subjects to any great degree. For example, if you do a hundred drawings of people, you'll be able to draw a horse to the same standard, no trouble.
[editline]26th October 2012[/editline]
@ slayer
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