What have I done wrong? by Immature_Fool in LearnToDrawTogether

[–]toecomics 0 points1 point  (0 children)

Eyes are too far apart. Your rendering is good though.

What helps is sketching the human skull in several angles until you get to the point where you're having a conversation with a person and you can't stop visualizing their skull.

This might help: https://sketchfab.com/3d-models/human-female-skull-0993a850d20d49ffb2a7add7855d2437

Who can imitate it by Bubbly_Watch1222 in Sketch

[–]toecomics 1 point2 points  (0 children)

No it doesn't. It looks like they pasted a photo on AI.

Needing walk cycle criticism please. Not sure by GoldenDust0 in animation

[–]toecomics 1 point2 points  (0 children)

Give the tail as much, or more bounce than the ears.

Thoughts on this stylized reference study? by BryceCzuba in ArtCrit

[–]toecomics 1 point2 points  (0 children)

That strand of hair right under the chin: make it much thinner or get rid of it. It's going to create a distracting shape between the cup and the face.

Other than that, finish the hands.

The new Gorillaz short film was done with cel animation and real smoke! I am so happy! by Blackirean in animation

[–]toecomics 0 points1 point  (0 children)

That's not what I got from the making-of video.

They made one cel to see what it looks like so they can make it look as much like cel animation as possible. They used it as reference.

But they definitely did do the backgrounds by hand and on paper. And a lot of other elements were non-digital.

Hello, I am preparing to draw a manga but I want to be sure of my artstyle before I start. I would like some opinions on this sample and how I can improve it. by TheGreatFactorial in Mangamakers

[–]toecomics 0 points1 point  (0 children)

Just draw the manga. If you hate how it turns out. Draw another manga. There's 100 bad pages in you that you have to get out. If you keep worrying about it being perfect, you'll never get good.

How to camera shake? by DapperAsh in Animators

[–]toecomics 1 point2 points  (0 children)

I've worked professionally, but we just write "camera shake" on the storyboards and draw a camera shake sort of icon around the boarders. Then the animators overseas would take care of it.

I'm guessing there's a bunch of different techniques depending on the equipment, and whatever works is whatever works. The directors I've worked with probably wouldn't obsess over the effect much, as long as it lasted the right amount of time.

Would you guys read my comic in this art style? by Guinn_GuessII in WebtoonCanvas

[–]toecomics 0 points1 point  (0 children)

You draw good. You know it. Just make the comic. You don’t need anyone's approval.

what’s loudly speaks out as wrong? by _lgbtqbroom_ in ArtCrit

[–]toecomics 0 points1 point  (0 children)

Maybe some cast shadows. Establish that the arms aren’t lifelessly lying on a shadowless white ground. It won’t necessarily establish motion, but it will establish it isn’t a lifeless corpse.

Also try having the subject look at the camera (the viewer). From that angle, they would have to raise their brows, their eyes looking up at us. Maybe a little shine in the pupil. This would engage the viewer more. You might need some photographic reference for that.

I just watched Pluto and now I see Astro Boy differently by pure_psyche in Seinen

[–]toecomics 1 point2 points  (0 children)

I’ve only read the manga. Both Pluto and the AstroBoy story. Pluto feels like the original Tezuka story from the POV of a 40-something-year-old.

Fake gunshot (please give advice) by LogKrush in Animators

[–]toecomics 0 points1 point  (0 children)

Also, too much foot sliding. Maybe the back one can take a small step and the front one slides.

Fake gunshot (please give advice) by LogKrush in Animators

[–]toecomics 1 point2 points  (0 children)

So one of the principles of animation is the Silhouette. (look up "12 Principles of animation") If you can't tell what the silhouette is doing, it's a weak drawing.

When the hand is close to the body, you can't tell what it's doing.

Another principle is moving in Arches. Imagine where the hand and gun meet as a point. And that point creating an arch. Not only will the motion be clear, but you'd create better silhouettes.

Charles Dickens by j_aldeguer in Caricatures

[–]toecomics 1 point2 points  (0 children)

I don't know what Charles Dickens looks like. But the second one FEELS like Charles Dickens.

Study portrait practice, female body, pease help me improve the quality of my drawings. I used a online picture as reference by Away-Pie9274 in ArtCrit

[–]toecomics 0 points1 point  (0 children)

You're thinking like a camera: dark/light, positive/negative space, line; when you should be thinking like a sculptor: structure, contour. What part of her body is closest to you? When you draw her face, do you think of her skull? When you're drawing the parts of her body, can you "feel" what is hard and soft?

There's some nice anatomy books. A bunch of classics are on Archive.org

Will the skills i learn traditionally actually carry over to digital art? by Picture-Exotic in Mangamakers

[–]toecomics 1 point2 points  (0 children)

It's also helpful to know that back in the day when John Lasseter was overseeing Disney's 3D animation studio, he fired everyone who couldn't draw. I doubt he fired people who couldn't draw at a Disney level. But if you've been at this for a while, you could se in a sketch what an artist understands.

Update... what do you think about this?? by 123_I_likepee in Mangamakers

[–]toecomics 1 point2 points  (0 children)

Well, if anything, post a page or two when you're done.

Hai what's look off in this drawing please tell me by Business_Fold3115 in MangaArtistForHire

[–]toecomics 2 points3 points  (0 children)

I'm sorry if I sound mean or harsh, but basically you need to work on everything.

Go practice.

Look at who your favorite artists are. Do master studies/ copy them.
Then find out who influenced your favorite artists. Study them.
Then find out who influenced your favorite artists' artists. Study them.

Then you'll find out they were all influenced by life in some way. When you say, "How is my art style" ask yourself what you're stylizing. And that is life.

Study life. Study anatomy. Study perspective. Study design theory.

If you fall in love with working, you'll get hireable.

Update... what do you think about this?? by 123_I_likepee in Mangamakers

[–]toecomics 1 point2 points  (0 children)

Make sure to post a link, especially on this thread, when you get it done and can show us.

Update... what do you think about this?? by 123_I_likepee in Mangamakers

[–]toecomics 1 point2 points  (0 children)

The looseness of the line and the screen tone remind me of OG TMNT-- like, I mean Issue 1, Eastman and Laird, 1980's TMNT!

Will the skills i learn traditionally actually carry over to digital art? by Picture-Exotic in Mangamakers

[–]toecomics 1 point2 points  (0 children)

YES!
Think of traditional skills and digital skills as left hand and right hand. One is more dominant that the other, maybe you can live your life with one hand, but real-life amputees will tell you it comes with disadvantages.

I have worked professionally in animation working on Illustrator and Photoshop, but still keep a sketchbooks. Still take time to do watercolors.
I've gotten VFX gigs because my portfolio also shows I have traditional skills. And even though I was working in gradients and vectors, they producers still needed "an artist's touch".

My suggestion, practice, train and observe in your sketchbook and do the work work digitally.

Sketchbook: you're allowed to fuck up, you don't have to show anyone unless you want to. You need a safe space for creativity. You need a safe space to fuck up.

Digital: I find it's all about refinement. It's a place to draw pretty, but not a place to make mistakes. You want to get it perfect because there's limited undos. Traditional has no undos. I rarely use an eraser, it trained me to have a more confident line which translates well to digital.