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The Asian Sam
The Asian Sam
Earth
student animator and illustrator
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The Asian Sam
I did a 30 mins study in magma studio recently, and their brush is pixelated. Somehow, the pixel look of the line art is very appealing for some reason. I need some feedback on this, whether if the pixel aesthetic is looking better than the fully clean lines.
The Asian Sam
added a new topic
Arcane art
So here’s my fan art of Vi from Arcane show on Netflix. Anyone want to talk about Arcane painting and art styles? I think this show looks stunning and unique. It breaks away from Pixar’s and Disney’s 3D animation and it is so refreshing.
The Asian Sam
Here’s today’s prompt, a little bit extra on this one since it’s my favorite prompt
The Asian Sam
here’s my fifth prompt. Candle traveler.
The Asian Sam
Here’s my third prompt, a potion dad and potion daughter.
Kartikeya
3yr
very nice!
The Asian Sam
prompt 3: ghoul
The Asian Sam
Prompt 2: Eyes
Thomas Ekdahl
What is she buying? Who are they? So many questions :D great image with nice storytelling!
The Asian Sam
I’m not sure where to post so here’s my character design for day 1.
The Asian Sam
Hi, thanks for doing portfolio reviews. I attached 10 of my favorite character drawings below. 8 of them is original, and 2 of them is a original fan art of Dante and Zelda. I am still in college and I actually don’t know what I am aiming for and what’s my goal after graduating. I just draw, practice and rendering out my characters. That’s why it’s very inconsistent and I don’t have a style yet. Could you point out my strengths and weakness are and which aspect of the art industry I have a best chance getting a job?
Marco Bucci
Hey Asian Sam! Thanks for sharing. I think your work shows tremendous promise, and is already at a saleable (or hirable) level. You asked specifically for us to point out strengths and weaknesses, so here goes: Strenghts -- Your 3D form is consistently solid and accurate looking, without looking overly labored or technical. That's great! It's also very cool to see a variety of subject matter, demonstrating you can pull that aesthetic off with more than one thing - in this case, from creatures to robots to costumed figures. I also enjoy how your color doesn't appear formulaic, and that you seem comfortable working in different keys and color palettes/harmonies. Weaknesses -- I'll focus on one main thing that could be improved: your lighting design. First I want to say that the forms here *do* appear solid, which means your lighting is at least serviceable. Before you read on, I want to make sure I say that your lighting isn't "wrong" or "bad." It is, however, not quite hitting the aesthetics of lighting that, say, filmmakers or photographers would be aiming for. Namely, in most of these, the light direction, as well as the type of lighting (hard/soft/diffuse, etc.) is not immediately apparent, and forces my brain to whir for a bit too long before I can settle in and simply enjoy the design. You want your lighting to reveal your design in the strongest way possible, and to that end, there are a few things I think you could try -- 1) Separate your light and shadows more. Build in more value contrast into your images. Take the 4th dragon image there (that green dude seen from a low angle against the blue sky.) I think that image would be much more powerful (lighting-wise) if you lowered the value of the shadows, thereby revealing bigger graphic shapes of light that would pop. This would occur in real life too, given this natural light. Currently there is an equal amount of visual information in both your light and shadow families, and I'd submit that viewers tend to get overloaded when equal amounts of information is presented like that. So, as a way to shake things up, try doing an image where you reveal 90% of the information in light (thereby massing the shadows into deep, soft darks -- look up Phil Hale for some great inspiration here.) Then try another where you reveal 90% of the information in shadow (likely this entails crushing the light side up to near-white, so you have lots of 'exposure' in the shadows. Drew Struzan did this quite often in his work.) 2) Have you ever played around with 3D software? That may be the best way to get a sense for how lighting works with staging. I say 3D software rather than just getting some real lights because in 3D you can easily toggle the type of light you're using (it'd be very expensive to own all that gear IRL) and you can move the light around and see near-realtime results. Grab yourself a copy of Blender - or better yet, something with preloaded models and lighting setups, like Anatomy360 - and just start moving lights around, playing with different ways of revealing the subject. One video that may be particularly inspiring is this one, by Creative Shrimp: https://youtu.be/5WjAXWjCJsY (Ignore the technical 3D talk when it comes up; just focus on what the lighting is doing!) 3) Use your choice of lighting to play with lost & found. One great way to deliver imagery quickly and impactfully is to lose information where you don't need it. For example, in your last image (the guy holding the shield), I would ask myself how many of those buckles and straps we need to see in their full glory. Likely we do not need to see all of them equally, as it is currently. There is, I think, lots of room to render a few of them fully, and let some of the other ones get lost (in shadow, for instance) and piggy-back on the more rendered ones. Viewers are incredibly good at filling in information - it's one of our brain's primary functions, actually! So exploiting that in your image-making almost always makes for improved work. All right, I think that's all from me. I hope some of these tips help. Keep on rockin'!
fatnekk
3yr
woah ur stuff is so pretty
@cybersekkin
How intentional were your changes in the tree structures? Your study is well done. I do have a preference for the original swelling out around the point of tree branches. I feel like you straightened the large tree in the foreground. This and a few other distinct differences look like you learned from but also were willing to make it your own (chimney, lamp, house back further...) I love the study.
The Asian Sam
I didn't try to copy the elements exactly 1 to 1. I just took a quick glance at the tree in the foreground and try my best to recreate the tree in my style and compare with the original later on. I sized the original down to a very small scale and try to look at it as little as possible, I only look at it when I finish rendering a element or when I need to do some correction.
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