I've been running into this a lot lately, I have trouble getting an objective view on my work. I can't see the imperfections and problems.
Obviously critique will always be best, but I was wondering if anyone on Polycount has any tricks?. Similar to how 2D artists will flip their work horizontally.?
I have a few techniques to get a different perspective:
Changing view port FOV/switching between perspective and ortho.
Jumping between BW and Color (is the problem the texture or geometry?)
Checking silhouette.
Overlay reference images.
That's all I've come up with in the past and most are pretty obvious.
Replies
That's not a joke, I just stare at it. I'll quickly start to break it down beyond my own original perception of it and soon I'll start to view it as 'just another art piece posted on Polycount'. So I try and view my own art, as if it is not my own. I take all that feedback I am tossing at it in my mind, and write it down. From there I try and figure out what it is I had problems with, and work on those.
But, for real. Just stare at your piece and see where your mind goes on it. Address each criticism as 'is this subjective feedback, like, "That purple thing should be blue because blue is a prettier colour." or is it objective, like, "My eye will not settle on any particular element of the work, it must be too busy. I'll need to figure out a better composition so my eye flows across it more pleasantly, while still being compelling."
I guess posting it at a blog would have the similar effect.
but I think tricking your brain that your art is something new is usually a good idea.
You really need to render something out, make it 2D.
then you can turn it black n white, flip it upside down, change angles and all that stuff. put it next to other pieces done either by you or someone you admire.
I think its something you can learn as well. Ive always tried to compare myself to the top of the industry, so looking at my crap next to something awesome and then analyze why my stuff sucks have been pretty good practice for me =P
Most of the time, I feel I can get something out of that
The best way to grow is getting feedback from others. We are bias, it's really hard to be productively critical in our own assessment. Most of us get better at it with experience, but nothing beats external feedback.
Another thing I like to do is this. If I can't see a problem sometimes I'll put the pen down and just observe the work for a while. Sometimes it's more effective to observe in silence. If something doesn't "feel" right then I stop and try to analyze why.
As others have said, and it seems you figured it out yourself as well, you have to be able to "reset" your critical mind and look at your work with fresh eyes again.
Very tricky, especially if you've been working on something for quite a while and you've strayed away from the original 2D design and are starting to iterate in 3D, which is generally not such a hot idea...
Anyway, 2 things that work for me ( most of the time ) :
- Live painting/drawing twice a week. Great way to clear your brain and visually focus on something ( or someone ) else.
- First thing to do when you're opening your files again is do a crazy paintover. A quick dirty one, and try not to think too much, use liquify, whatever works before your mind gets used to your mistakes again. It's something I learned doing life drawing, your brain is not always your best friend...
If what you are working on matches that standard, job is done, if its not, keep working hard !
this is actually a really interesting take on it.
I've done it before to myself in the mirror and it's fucking weird if you can make that 'shift'. Try it with friends too.. it's strange as shit, kinda scary. But I never thought to apply it to my art. I certainly will now ! Great suggestion.
Then cry a lot and try harder next time.
- Look at cross-sections. Attempt to find reference of said cross-sections. (such as technical drawings, anatomical plates, scan data, MRI, forensic imaging)
- Spend more time studying the model at unusually high or low angles. Attempt to find reference of said angles.
- For character art: keep a pocket mirror handy to study small details on yourself, such as the corners of your eyes and the bottom of your nose. The small subtleties are much easier to make out on yourself than on reference photos.
Also, as others have said...take a break, leave it alone for a few days and come back to it. Easier to look at with a fresh mind.
If its on the paper, so far you're doing well.
I find that staring at your work for a long time make your mind gloss over the faults.
as an aside what's the longest you have sat painting in zbrush and realised that you have not got either zadd or zsub turned on
I think 2 minutes is my record
Find a couple of things that meet the bar you're trying to hit, like 5-10 images or so. Working on something painterly? Grab some of the images from one of the WoW art dumps. Photoreal environment lighting practice, get some interior design magazine images or something.
Now set up a slideshow (and slip your work in there) and randomly flip between the images and start critiquing them in relation to each other. Lighting here is really good, look how well those brush strokes read, that one could have more dynamic values to read better, etc.
Helps me shift gears and force myself to look at my work on the same level as the quality bar I'm aiming to reach rather than tender "I made this" kiddy gloves.
Usually I just flip between browser windows rather than actually set up a slideshow, but you get the idea.