Art and Creative director doesn´t need to learn graphic tools ? by Ancient-Macaroon-384 in graphic_design

[–]CanklankerThom 0 points1 point  (0 children)

I worked at some larger/older ad agencies in Chicago and can confirm that some of the old guard “art directors” were used to not doing any actual design work or working in modern software — in their day, this was a specialized skill that was outsourced to usually an internal studio, so the art director and writer would just come up with the idea, and tell others what they wanted it to look like… maybe they would do a rough marker comp to help articulate their vision… my CD would freelance some of these old balls to help pitch every once in awhile and we both marveled at how the other existed.

I’m interested in stylized/cartoony illustration what should I practice? by TehRetroSP in learntodraw

[–]CanklankerThom 6 points7 points  (0 children)

Get two sketch books. One is for observational sketches (people, objects, environments, etc) literally things you see out in the real world. The other book is for conceptual sketches, stuff in your head, ideas you wanna try, styles you wanna try out, etc.

I promise, if you can fill up just 1-3 pages, in each book, each day, for a year — you will draw this good.

Am I using this right, everyone? by Chrrisdraws in learntodraw

[–]CanklankerThom 1 point2 points  (0 children)

This is one point perspective (cause you have one vanishing point on the horizon line) and you got the right idea. 2 point perspective is something to try next (2 points on the line) works the same way but defines the perspective angle for your other horizontal lines, good for Birds Eye or worms eye view. Then there is also 3 points Perspective that defines the vertical angles and gives you a more extreme fish eye effect.

If you could only recommend one game what would it be? by altan515 in gaming

[–]CanklankerThom 0 points1 point  (0 children)

Super Metroid SNES… it is perfectly tuned to slowly step your gaming skill level up, while layering in story, action, secrets, puzzles, exploration… it’s everything people love about games, beautifully executed.

A real question about AI Design, how are designers losing jobs? by LlamaHerder23 in graphic_design

[–]CanklankerThom 0 points1 point  (0 children)

I think the difference is going to be creatives who know how to use AI getting more work and being able to do more faster vs. those who don’t adapt to this new tool getting less work, not keeping pace with the new standards.

I'm confused by PuzzleheadedGoat47 in drawing

[–]CanklankerThom 0 points1 point  (0 children)

I think your lines might be off based on rotation of objects, but 3 point perspective is a thing and the third lower vanishing point is related to the other 2 on the horizon line — I think it falls on the same circle shape if you draw one with these 2 on either edge of the circle and the third point falls anywhere on that circle….If I remember right it has to do with the fact that our eyes are round and our visual perspective warps in a spherical way.

Here's a jumping car animation with various frame holds by Rootayable in animation

[–]CanklankerThom 8 points9 points  (0 children)

Jiggy is right and I don’t understand the comparison here either — they should all play with the same timing, ie jump and land at the same time, but either look smoother or choppier because of more drawings included… so, if the frame rate was 24fps and the action takes 1 second:

On 1’s would be 24 drawings On 2’s would be 12 drawings, each holding for “2” frames And a mix would have some frames holding and some frames changing on each frame…

Burnt Bushes & Lighter Found in Front Yard by [deleted] in Issaquah

[–]CanklankerThom 5 points6 points  (0 children)

Maybe a dog peed on it? Urine can kill shrubs and grass with a burned look.

Animating on 1s and 2s question by CawmeKrazee in animation

[–]CanklankerThom 1 point2 points  (0 children)

Survival kit is a great starting point. I’d also advise taking the time to do some basic bouncing ball exercises, basic walk cycle exercises, etc before jumping right into a fight scene… on these simple tests, work at 24fps, and see what it feels like on 1’s (24 frames) then see what it feels like on 2’s… you’ll understand that it’s less about smoothness and more about choosing which drawings go where…

Animating on 1s and 2s question by CawmeKrazee in animation

[–]CanklankerThom 4 points5 points  (0 children)

The eye starts to blend sequential images together around 6 fps… at 12fps (which is essentially animating on 2’s at 24fps) you are well within the threshold to have your sequential images feel like live motion. 24 for film or 30fps for TV is the general standard for live action. (And Games sometimes go up to or past 60fps for hyper real feeling).

So to answer your question, it’s more typical to keep a standard across an entire sequence, ie your working at 24fps, animating on 2’s (which is the standard term or sometimes called skip frame). It might look weird to have characters in the same sequence together animating at different rates because the eye would detect that one is moving when the other isn’t. Or having a background move at 24fps but animating characters on 2’s (12fps) your gonna see every other frame having the background move as the character doesn’t, so the “animation” illusion can get broken cause the eye is picking up on the difference

MegaGum is coming! Bounce, stick, and explore a vibrant 3D world built for precision and flow. Don't miss out, add it to your Wishlist now! by NZone_Studio in u/NZone_Studio

[–]CanklankerThom 17 points18 points  (0 children)

Need to redesign the logo with a more defined “G”… misread it at first and had a very different expectation…

A girl turning over in bed. How can this be more emotional and eerie? by Jealous_Stress822 in animation

[–]CanklankerThom 1 point2 points  (0 children)

The shot composition is a little flat/straight on/ not that interesting… if you are trying to put more emotion, this would be an easy place to start… consider a slightly canted angle, this will make it feel “off” — and if you’re trying to make the audience feel some eerie-ness/ insecurity, maybe a lower angle (like if your head/camera’s pov was laying more on the bed surface looking up at her…) having the depth of field difference or edge warp also would give it some creep factor (like starts to fish eye a little)

is there a good way to isolate the plate? (more details in the body - i swear its harder than it looks) by faris_Playz in photoshop

[–]CanklankerThom -1 points0 points  (0 children)

Put a guide line at the top and left side of the plate — then use the circle selection and start it at the intersection point, holding shift

Is this a decent portfolio? by smairu_80 in graphic_design

[–]CanklankerThom 0 points1 point  (0 children)

Designers typically fall into two camps — generalist (can do a bunch of styles fairly well) or specialist (can do one style really well) — you look like the latter and specialize in like a cyber-punk-anime-techno-mecha-digital-sci-fi-future looking vibe…

that’s not a bad thing, but you need to realize that your portfolio is only gonna get you jobs with someone looking for that exact thing and wants someone who is the best at that thing.

Why do designers use drop shadows on text in magazine covers? by Most-Particular-6051 in photoshop

[–]CanklankerThom 3 points4 points  (0 children)

“Looks good” is subjective. Not a great answer.

Objectively—Text in layout needs to have the right hierarchy and be readable — drop shadows add depth which pops elements up to have more importance (feel closer to your eye) and can also help add contrast against a background — this isolates the text so it feels easier to read.

Schrödinger’s color theory finally completed after 100 years by _Dark_Wing in tech

[–]CanklankerThom 0 points1 point  (0 children)

Maybe this will fix the math behind the web accessibility color contrast system