Hey muzz thats some top notch stuff, great studys in your sketchbook too. A thought on your sketches. On the ibuki sketch you went from a "don't fuck with me, or I'am ready to pounce" to a more relaxed pose. In the last sketch thats mainly because her weight is resting on her ass rather on the right leg. Maybe try to relax her knife holding arm also a bit as that still looks kind of tense having it bend back like this.
As for the other piece, it definitely has the base to be awesome as well. Though I noticed that there are somethings that are affecting my work and may also be a problem here.
First thing would be the camera angle, What is your opinion on the current angle that you are using? Does it tell the story you want to tell? Is it interesting to you as an audience? Of course staying with that angle is fine, your mech can attest to that and there are other ways you can tell your story, ala what @audi100 pointed out.
The second thing would be you are losing the gesture with all the construction shapes. Remember to exagerate, rhythm, straight and curves(opposing forces), balance(gravity) and all that jazz.
Thanks guys! Right now I'm actually not so concerned with flow/gesture or story, right now 100% of my efforts are just on solid draftmanship, and stressing that above all else. Part of the reason for going to fanart is specifically so that I can do that, and put the problems of design on the backfoot for a while. So yeah I certainly agree with the crits, but they just aren't the focus at the moment. Like the problem with the initial gesture is that it functionally didn't work, and going through the whole process of redrawing everything a dozen times, while it loses life, informs what i should be doing at the early stages way more than just doing nothing but gesture. So next time I go to do an image like this, i'll be able to better tackle those problems without as many redraws!
Anyhow here is how the current sketch worked out after some more iteration.
I'm actually thinking about redrawing everything and starting from scratch again, as the lessons i've learnt here have pointed out a few things. But we'll see i'm going to sleep on it and think about it.
Might sound like a bit of a copout, but I think honestly to master anything you kind of need this sort of dogmatic approach.
Ok i see. Regarding Craftsmanship you are quite some levels ahead, so i can't really give valuable feedback on that. I just paint for fun with a basic set of rules that i picked up over time. Really digging into something, analyzing, and taking it appart like you do, definetely will bring you further in the long run. Thanks for sharing your process/progress.
A solid start Muzz! I can't offer any suggestions regarding anatomy or perspective, not good enough at those to give any advice. I can suggest brightening up your robot with some bounce light or rim highlights. The machine itself looks great, but the scene feels dark in a way that doesn't really communicate any kind of mood. If you arent aiming for anything past look-at-this-sweet-ass-robot you might as well add the extra light to show off it's forms.
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Ok almost ready for colour flats.
Worked out that i wasn't quite sorting out all my perspective issues.
A thought on your sketches. On the ibuki sketch you went from a "don't fuck with me, or I'am ready to pounce" to a more relaxed pose. In the last sketch thats mainly because her weight is resting on her ass rather on the right leg. Maybe try to relax her knife holding arm also a bit as that still looks kind of tense having it bend back like this.
As for the other piece, it definitely has the base to be awesome as well. Though I noticed that there are somethings that are affecting my work and may also be a problem here.
First thing would be the camera angle, What is your opinion on the current angle that you are using? Does it tell the story you want to tell? Is it interesting to you as an audience? Of course staying with that angle is fine, your mech can attest to that and there are other ways you can tell your story, ala what @audi100 pointed out.
The second thing would be you are losing the gesture with all the construction shapes. Remember to exagerate, rhythm, straight and curves(opposing forces), balance(gravity) and all that jazz.
Thanks guys! Right now I'm actually not so concerned with flow/gesture or story, right now 100% of my efforts are just on solid draftmanship, and stressing that above all else. Part of the reason for going to fanart is specifically so that I can do that, and put the problems of design on the backfoot for a while. So yeah I certainly agree with the crits, but they just aren't the focus at the moment. Like the problem with the initial gesture is that it functionally didn't work, and going through the whole process of redrawing everything a dozen times, while it loses life, informs what i should be doing at the early stages way more than just doing nothing but gesture. So next time I go to do an image like this, i'll be able to better tackle those problems without as many redraws!
Anyhow here is how the current sketch worked out after some more iteration.
I'm actually thinking about redrawing everything and starting from scratch again, as the lessons i've learnt here have pointed out a few things. But we'll see i'm going to sleep on it and think about it.
Might sound like a bit of a copout, but I think honestly to master anything you kind of need this sort of dogmatic approach.
As a side note i cleaned up the mech a bit.
it's kind of like an autobot, but kind of anime, but kind of simplified like real robots.. cooool