Just something I doodled up in Photoshop. Took about an hour.
I've been re-reading William King's "Gotrek & Felix" Warhammer novels, reveling in their pulpy awesomeness. They're possibly the most fun I have reading a series next to Pratchett's Discworld, though possibly for completely different reasons.
Both their designs, costume and otherwise, are largely based on the covers to the novels that I have. I guess I failed to make Gotrek as stubby as a proper Warhammer dwarf, though.
Weeeell, Gortek might be a bit tall to qualify as stubby, but he's definitely getting there
Really nice speed paint/sketch though, you really have a way with portraying motion in a picture, as a good animator should ;D
--
It's not that I hate you, I just really don't like you
My age = (1+1)x(1+1+1+1+1)-((1+1+1)x(1+1+1)) +1+1+1+((1+1)x(1+1))+1+1+((1+1+1)x(1 +1+1))+1+1-((1+1)x(1+1))+1
your movements are always very dynamic. im curious as to how you're able to come up with such? im personally having trouble with dynamic poses. maybe there's something you might recommend me taking a gander?
Part of it is my animation background, which helps me to work in loose, fast shapes that focus on line-of-action gestures. When this is the structural basis, it shows through even on more detailed, illustrated figures. "Dynamic" usually just means that the composition incorporates diagonally-focused layout and foreshortening to emphasize depth.
All of that you can learn to do by studying perspective and graphic design until it hurts your brain, but the shorthand version is this: Curved and deep is hot, flat and straight is not. A curved line is usually more interesting than a straight line (where applicable), and you should always remember that your illustrations need to work on 3 planes: height, width AND depth.
The second thing to think about is that it's never about a pose. It's about an action, it's about body language, it's about how the muscles and bones fit together to form function. Figure out what the character is doing, work that against what you know about action and anatomy and physics and such, and then let the composition of the character's position work from there.
We want to know what love means to you!
Get your creative juices flowing and design a movie poster for "Paper Heart" that focuses on the theme "What Does Love Mean to Me?".
This is a collection of deviations showing real Pinups in the classic Retro poses from various Artists. For the 4rd time I present a variation of Vintage Pinup Queens as well as fresh modern Pinup art. If you love Polkadots, seamed Nylons, Plateau-Heels and and Miles-long-legs you should not miss this collection.
When it comes to community spirit, `Rushy is a shining example. From participating in devmeets, to providing positive encouragement to other artists, `Rushy can always be found demonstrating what it really takes to be a true deviant. It's without any hesitation that we are delighted to award the Deviousness Award for July 2009 to `RushyRead More
Devious Comments
Comments
Really nice speed paint/sketch though, you really have a way with portraying motion in a picture, as a good animator should ;D
--
It's not that I hate you, I just really don't like you
My age =
(1+1)x(1+1+1+1+1)-((1+1+1)x(1+1+1))
+1+1+1+((1+1)x(1+1))+1+1+((1+1+1)x(1
+1+1))+1+1-((1+1)x(1+1))+1
--
It's not that I hate you, I just really don't like you
My age =
(1+1)x(1+1+1+1+1)-((1+1+1)x(1+1+1))
+1+1+1+((1+1)x(1+1))+1+1+((1+1+1)x(1
+1+1))+1+1-((1+1)x(1+1))+1
--
Saying "I'm sorry" is the same as saying "I apologize." Except at a funeral.. -Demetri Martin
--
Writing is as simple, and as complicated, as telling the truth as you see it.
--
Avatar by =neekko
Help||*watercolorists||#traditional
--
Signed,
Thaneia
--
Signed,
Thaneia
--
60% of the time, it works every time.
All of that you can learn to do by studying perspective and graphic design until it hurts your brain, but the shorthand version is this: Curved and deep is hot, flat and straight is not. A curved line is usually more interesting than a straight line (where applicable), and you should always remember that your illustrations need to work on 3 planes: height, width AND depth.
The second thing to think about is that it's never about a pose. It's about an action, it's about body language, it's about how the muscles and bones fit together to form function. Figure out what the character is doing, work that against what you know about action and anatomy and physics and such, and then let the composition of the character's position work from there.
Previous Page12Next Page