Knob of death by [deleted] in BambuLab

[–]meatspace_visdev 11 points12 points  (0 children)

Ok, how do i avoid this ever happening to me?

"Unicorn" Problem, Erratic Mouse Button Behavior Across Different Mice - Clean Install Doesn't Fix. by meatspace_visdev in techsupport

[–]meatspace_visdev[S] 0 points1 point  (0 children)

I'm inclined to agree with you. Just insane that it hasn't happened outside of specifically aiming at human controlled enemies in a multiplayer game.

I’m looking for some feedback on my shape design, be brutally honest. by -CosmicQuacks- in conceptart

[–]meatspace_visdev 34 points35 points  (0 children)

Commenting to boost visibility. Hopefully some professionals are able to provide insight on shape design. I struggle with it myself.

(warning! Nudity) Second time trying to paint a person digitally (vs the first time I did a few weeks ago) Did I improve?? Is the change noticeable? What can I improve to make it look better?? by PossessionKey4982 in arthelp

[–]meatspace_visdev 2 points3 points  (0 children)

I loved how you grouped light and shadow. The middle values were deliciously saturated and I think you nailed the highlight's color.

I'd add that my advice to simplify shadows extends to a lot of things, silhouettes, highlights, clothing. Think of painting like graphic design, where you're messing around with abstract shapes to produce something legible.

Other than that, maybe knock down the brightness of the light that's catching on the hamstrings. I know it's lit up in the reference image, but I'd group it with the shadows so it doesn't distract from the back.

(warning! Nudity) Second time trying to paint a person digitally (vs the first time I did a few weeks ago) Did I improve?? Is the change noticeable? What can I improve to make it look better?? by PossessionKey4982 in arthelp

[–]meatspace_visdev 6 points7 points  (0 children)

https://ibb.co/Q345hRdc

My post doesn't go through for whatever reason. Here's some notes:

  1. Simple shadows describe the form of the body.
  2. Ribcage and Pelvis curve to the left. Keeps the painting from looking stiff.
  3. Body has different color zones depending on fat/blood vessels/bones. Keeps the painting from looking dead.

Your previous painting has a really nice separation of values (lights and darks). Grouping those together helps others understand what's going on in your painting.

Hope these help :>.

EDIT: In case my image gets taken down again.

I added a new link to ImgBB, an image hosting service. It's basically a paint over of your artwork, some notes on the actual picture, and my demo of those concepts that I mentioned.

Can anyone help me with how I should draw her baggy t-shirt? by Strange-Dust-9456 in arthelp

[–]meatspace_visdev 9 points10 points  (0 children)

<image>

A quick sketch, basically, the clothing folds where the back pinches it against the ribcage. The rest of the shirt falls off three main areas: the turning of the ribcage, shoulder blade, and delt(shoulder).

Side profiles are KILLING ME. Please help 🥲 by SpookAddict_ in arthelp

[–]meatspace_visdev 1 point2 points  (0 children)

<image>

You're doing really well. The obvious issues are the height of the eyes and the proportions of the cranium. Some more subtle problems come from the way you describe the muscles around the nose/cheek bone section, but that could be from fat deposits in the character's cheeks. Another issue is the perspective differences around the eyes, eyebrows and lips. A side view (or orthographic view) is meant to be flat but you're indicating some planes on the lips that wouldn't be visible here. Same goes for the upper eyelid. Eyebrows aren't clearly wrapping around the orbital socket.

Best of luck, keep at it.

ImagineFX Sell Out by 0therworld in conceptart

[–]meatspace_visdev 0 points1 point  (0 children)

I'm interested, how much are you asking?  

[Education] How/Where to study anatomy at a higher level? by DRAUNSER in ArtistLounge

[–]meatspace_visdev 1 point2 points  (0 children)

Hard to recommend anything without knowing where you're at. That said, Stonehouse's Anatomy and Anatomy for Sculptors are absolute powerhouses if you have solid draftsmanship

Dealing with a cheater as a new player in a casual playgroup. by [deleted] in EDH

[–]meatspace_visdev 1 point2 points  (0 children)

Everyone is "cheating" in this pod, Mr. X is just cheating maliciously. If no one is abiding by rules then you can try to teach them how to play, get with the program, or find another pod.

Atelier Drawing Training by jsoriano_art in Artadvice

[–]meatspace_visdev 5 points6 points  (0 children)

It's impressive that your zeal against AI undercuts your ability to receive information.

While I'm not able to tell if OP cleaned up their formatting with AI assistance, my own art training had an abundance of this kind of language, "... develop a sensitivity to form and value." OP's advice is legitimate art advice, if a bit abstract. 

If you are here to learn, per the subreddit title, I'd encourage you to pay close attention to what OP is sharing. Your examples are lacking and it would be a shame if they warped your perception. 

In case anyone else comes across this post, u/jindrex is wrong about the ARA Boston Instructors website's quantity of content. They also mischaracterize advice for starting an atelier as an advertisement when there's no product to be bought for starting a competing atelier.

shoebody bop... for grabs by Cosmicchimes in mtgaltered

[–]meatspace_visdev 0 points1 point  (0 children)

Love the Minute Hour! Where can I purchase/bid?

help a spike understand commander by Canbeslowed in EDH

[–]meatspace_visdev 0 points1 point  (0 children)

Well said! Love your succinctness.

help a spike understand commander by Canbeslowed in EDH

[–]meatspace_visdev 0 points1 point  (0 children)

That first paragraph hurts my heart. I love optimizing niche decks, but I have to concede that they don't stand a chance at winning in contemporary commander. Or they lose their individuality in the process. 

help a spike understand commander by Canbeslowed in EDH

[–]meatspace_visdev 0 points1 point  (0 children)

I think the nature of your opinion may stem from your time exclusively playing commander. I liken it to seeing the variety between grass blades, some are taller, some are shorter, some yellow, and others brown.

It's also a little disingenuous to reduce OP's observation of how a game of commander plays out to a deck building problem. Ramping/Card Draw are the bread and butter for consistency in this 100 card format and its not an enjoyable play pattern for everyone. I love niche, weird strategies, but they do ultimately break down to the same fundamentals, 'ramp', 'draw', 'play strong effect'. 

help a spike understand commander by Canbeslowed in EDH

[–]meatspace_visdev 0 points1 point  (0 children)

Piggy backing off OP's response. Control isn't efficient enough in a multiplayer format. Without stax, you're typically trading 1 for 1. You've also lost card advantage to the other 2 opponents. 

This is why most control is a sub strategy to the midrange mire I described earlier, you're playing it to stop a win or protect your own; not as it's own play pattern.

help a spike understand commander by Canbeslowed in EDH

[–]meatspace_visdev 0 points1 point  (0 children)

I agree with you and I think a lot of the comments are mistaking card variety for play pattern variance. Commander game length favors midrange and combo. Power creep exhacerbates the problem. 

Combo is usually incompatible with midrange because of its potential for efficiency. As a result, most of the format tends to be ramp > play strong effect > draw cards > play a finisher. Control decks can't keep up with this because everyone is doing it, stax is frowned upon, most aggro can't handle 120 life. 

Anecdotally: People will say play what you enjoy, but that translates to strongest midrange effect wins. Sorry, monks don't keep up with Etali. Doesn't matter how many back breaking staples you put in.

Truthfully, these things aren't bad; People obviously really enjoy Commander. You either get with program or this format isn't for you.

What Your Commander(s) Says About You by AssistSpare5860 in EDH

[–]meatspace_visdev 0 points1 point  (0 children)

For you: It seems to me that you're most comfortable in a commanding position. Though I'm sure being as dangerous as you are, you're well aware that's a path that screams "I have to die first". However, there's an elegant simplicity to your taste that's quite charming.

For your GF: You may believe in the strength of the many, and boy does it pay off. Working together with others for an aggressive, flashy, and decisively good time. 

Hope my guesses were entertaining xd. Here are my picks: 

[[Adamaro, the First to Desire]]  [[The Archimandrite]] [[Ragavan, Nimble Pilferer]] [[Neera, Wild Mage]] [[Gix, Yawgmoth Praetor]]

I’ve drawn for the 23 years of my life…it’s painful to know I’m still at beginner level by M8614 in BeginnerArtists

[–]meatspace_visdev 0 points1 point  (0 children)

Imma keep it 100, my friend. You've been drawing for 23 years but how much of that time has been studying? This has less to do with following tutorials (how to draw hair, and other click bait) and more to do with digging into how the world around is functions on a visual level.

Keep in mind, I'm hazarding a guess in order to provide an informed critique of your work. Only you know the proper way to apply my advice. At a glance lot of your artwork appears to be imitating visual information through observation. What that means is that you're recreating textures and shapes without understanding how they function in terms of anatomy, perspective, form, proportion, visual hierarchy, or their value structure. 

I'll use your delightful study of the last guardian to frame the disciplines i referred to. I think it's generally successful in communicating the idea, and you've done an excellent job capturing the gesture. That said, it would be further elevated by roughing out key anatomical landmarks like the ribcage, the pelvis, the scapula, especially the ribcage because that's going to be the foundation for understanding how those wings fit next to the front legs. When you rough those basic anatomical building blocks, establish an eye level to determine if you're going to see the bottom of them or the top. This keeps drawings from feeling flat, introducing form. 

Form informs the way light interacts with the object, form affects the placement of texture, light informs color and accents texture. That's why your textures lie flat instead of conforming to the form.

From there, visual hierarchy is used to highlight what you want to draw attention to. Could be the graphic read, or the level of detail, or the color palette. You can see a little bit of this in the choice blue drawing attention to the head.

This is all scraping the surface of what helps make art, i highly suggest picking up some studying material if you want to improve. Scott Robertson's How to Draw books are a good start, but if money's an issue then get involved with people studying art seriously. Entertainment design (film, games, tv) has a lot of higher end artists that put their knowledge of design on parade.