Andreas Huang
Andreas Huang
Indonesia
Anhuang Illustration
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Andreas Huang
How do you train to have nice brushstrokes? Like, every strokes produce unique nice shapes instead of the 'vulgar' digital brush marks?
Andreas Huang
hello fellow Med's Map student!
Rubén Frutos
Busted!!! Haha 💪
Andreas Huang
ah, finally managed to finish it.. i'm making seahorse-jellyfish spear-merman creature... he's spearman army of uh, Kelp-onia Sea Kingdom comment bellow what do you think his proper name?
Jomy
3yr
The gesture! Great work man!
Jeff Bigler
Bob
Andreas Huang
choosing references, doing some studies.
Andreas Huang
Hi, I'm Andreas Huang. an aspiring (do we still use that word?) character-niched 2D illustrator based in Indonesia. My Big goal is become a stable, versatile entertainment art illustrator preferably working freelance, that working for TCG, key/splash art, book cover, promotional art, etc. My medium-term goal is get a job in local illustration outsourcing studio to gain experience. In my overall artworks i'm struggling with making my works more "appealing", i'm curious what are my common mistake(s) that make artwork less appealing? and other struggle that i'm facing is of course is finding my "identity", or "voice" or style (i know thats so cliche), currently i'm honing knowledge about shape design, brushwork efficiency, and edges (i think these 3 stuff are inseparable) and exploring for more design liberty into semi-realism style. lastly, giving you guys more context, my "artistic heroes/art influencers" are Thomas Chamberlain-Keen (adore his design and illustrative style), Yuriy Chemezov (same, loving his design and illustrative style), and Hou China (semi realism, mood, color & light, and vibe) Thank you so much if my works happen to be reviewed!
Andreas Huang
learning to sketch some expressions...
Andreas Huang
Asked for help
Gosh, they're gorgeous! i really like your clean rendering. sorry, i'm the one who asking question here.. :) this is a portion of my illustration... i've been struggling with sloppy brushwork.. Davi what would you do to achieve your clean look of rendering? many thanks..
Andreas Huang
Thank you @Davi Lo and @Joe Zavaletta for the help.. Ah yeah, i think using roundish brush with opacity controlled by pen pressure ticked on is the factor. Noted it for my further works
Andreas Huang
here're the timestamps.. 0:05 Into 0:24 1. Anatomy 3:15 2. Space 5:09 3. Character Shape 6:28 4. Exaggeration 7:36 5. Character Gesture and Acting 8:49 6. Study 10:31 7. Career and Anatomy
Alec Brubaker
Hi Andreas, nice work! I like that you've got a 'reference board' for your character, that's always an excellent idea. It looks like you've really put some thought into your design, and I think it could be even better if you did some 'lateral exploration'. The great designers will almost always put a good amount of effort into exploring different takes on a character. even doing just 3 or 5 sketches of different directions for your character can pay huge dividends, as your first idea is not always going to be your best idea! Here are some examples by Drew Wolf and I think Arnold Tsang(but I may be wrong) The work on the angel character Mercy here (from Overwatch) really goes to show just how different the directions for a character can be pushed, but some elements from each design pass can make their way into the final design. Also as we see in the Drew wolf piece, having your lateral explorations next to your final painting can look very nice as a presentation as well! Hope this helps and kkeep up the good work!
Andreas Huang
Thanks for pointing that out, yeah, will do more iterations for upcoming projects.
@tes_k_a
these are too good!!…for quick sketches it look great, how quick were these sketches?
Andreas Huang
thanks. all were fast-paced exercises, 30s - 1 min for laying down the rough overall gesture, then max 5 mins to refine and shade on each pose
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