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NoMoon
Hola!

heh. well...
My account is kind of old, but i haven't really used it so i'm still a noob.
Our art teacher had us make an account last year. though all she had us look at was the drawing lessons, and that's all she really uses.
I'v been on and off and have never really posted anything, but i have recently put serious thought into improving my art, especially traditional. So i have wandered back to this place after being absent in hopes of doing just that.

The only place i'v posted my stuff is on my DeviantArt account. nomoon4ever.deviantart.com
I warn you though... its quite full of fail.
i like digital allot(CTRL+Z is love), cartoony type style things, fantasy, and animals...
i want to get better at traditional, realism, and humans(Why are they so hard??).

... yeah... that's about it. happy.gif
so.. um.. hi!
dcorc
Humans aren't particularly hard - accuracy is hard - ( and people care more about whether humans look accurate than they do about other subjects).

Looking at your deviantart pages, most of your work is anime/anthro - I'm not "anti" that, but the problem with it is that it's fundamentally formulaic/symbolic - it doesn't really teach good observational skills. Realism, on the other hand, does - and those skills can then be subsequently applied to non-realistic forms of art, if that's what you prefer to do.

I think that drawing realism can be broken down into 2 stages:

1. the first is to get proportions/placements right - this is not a matter of detail, its about getting the big shapes correct - don't think of it in terms of symbolic/conceptual content - for example, don't think of drawing "eyes" or a "nose" - but instead look at it purely as a set of shapes, and break down whatever it is you are drawing into a set of edge-lines, looking only at the length and angle of each line, and how it relates to other lines, and how the shapes those lines enclose relate to each other.
2. in drawing, the second issue is to correctly relate values. The "value" of an area is how light or dark it is, on a scale from white to black. This is determined by the intrinsic colour (local colour) - or local value of the object, together with the angle of that surface to the source of light which illuminates it - so faces/planes which are angled towards the light are bright/light/high-value, surfaces turned away from the light (in shadow) are dark, and surfaces which are at a glancing angle to the light are half-tones.

I'd encourage you to work in traditional media for a while - go back to basics (this is a good approach to take from time to time even if one is quite advanced), pick some simple subjects, and do drawing or paintings of them in "black & white"/greyscale, and post the work here (no matter how "fail" you think it is) - and I, and others will try to give helpful comments and advice.

Dave
Alexa_Gri
Songsparrow
QUOTE (NoMoon @ Jun 28 2009, 09:44 PM) *
and humans(Why are they so hard??).


happy.gif They keep moving! Welcome. Hope you enjoy it here!:)
NoMoon
hehe. thanks for the warm welcome!
and i will uploading stuff!... once i find my cord to me camera... *blushes* ain't got a clue where it is...
Katya_Karthik
QUOTE
1. the first is to get proportions/placements right - this is not a matter of detail, its about getting the big shapes correct - don't think of it in terms of symbolic/conceptual content - for example, don't think of drawing "eyes" or a "nose" - but instead look at it purely as a set of shapes, and break down whatever it is you are drawing into a set of edge-lines, looking only at the length and angle of each line, and how it relates to other lines, and how the shapes those lines enclose relate to each other.
2. in drawing, the second issue is to correctly relate values. The "value" of an area is how light or dark it is, on a scale from white to black. This is determined by the intrinsic colour (local colour) - or local value of the object, together with the angle of that surface to the source of light which illuminates it - so faces/planes which are angled towards the light are bright/light/high-value, surfaces turned away from the light (in shadow) are dark, and surfaces which are at a glancing angle to the light are half-tones.


Thanks for putting it so clearly smile.gif
Songsparrow
QUOTE (Katya_Karthik @ Jul 2 2009, 06:12 AM) *
Thanks for putting it so clearly smile.gif


Dave is an absolute mine of very usefull information. smile.gif
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