The Asian Sam
The Asian Sam
Earth
student animator and illustrator
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.
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The Asian Sam
added a new topic
Arcane art
25d
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.
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The Asian Sam
Here’s today’s prompt, a little bit extra on this one since it’s my favorite prompt
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The Asian Sam
here’s my fifth prompt. Candle traveler.
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The Asian Sam
Here’s my third prompt, a potion dad and potion daughter.
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The Asian Sam
prompt 3: ghoul
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The Asian Sam
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The Asian Sam
I’m not sure where to post so here’s my character design for day 1.
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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?
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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.
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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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The Asian Sam
Hi, this is a recent master copy study of Master Sin Jong Hun. While I get criticized because I make it look way to similar to the original whenever I post my study online, I had to admit that I learned a lot just from this 1 study. I am not a landscape painter and I currently learning how to create my own landscape from imagination. However, doing this study make me believe that I could achieve this level of detail someday in the future. I followed Hun’s workflows, and I learnt about the composition, the technical aspects, the texture, the details, how to do trees, mountains, grass, flowers, and houses. I started to understand how the atmospheric perspective and how the color changes with it. It is incredible dissecting the artwork and understanding how the master do it. I highly recommend artist who is working on landscape to study this piece and other detailed master works.
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Dick Hill
TAS - Nice work! You've got some really lovely things going on there with the lighting and design. I agree that Hearthstone nailed it on their magical style. If you want them to look more "Hearthstoney", here's a few suggestions: 1. Design. Hearthstone has a stylized realism to its world. Very solid 3D forms feel "real" within the picture in spite of the exaggeration. Look at how other Hearthstone artists have pushed and squashed features and proportions. Your dragons look too real world compared to Hearthstone's more fantastical aesthetic. HS things tend to have a clear and solid planar quality - surfaces simplified and emphasized. Look at how buildings (and other things) are kind of "chunky" with certain elements emphasized and proportions altered. Look at animated movies, 2D and 3D, to see how artists stylize characters and props to differentiate them from "realistic" versions. Hearthstone is similar to that, but with a traditional, hand painted finish applied to everything. 2. Painting style. Your style has an almost watercolor wash or oil glazing layered look to it where you can see colors showing through other colors on top. That's fine. But Hearthstone has a very opaque, solid painted look to it like oil/acrylic/guauche that hasn't been thinned. Some might say a "traditional" storybook illustration look. Everything kind of sits on a single layer. Lots of clearly separated and saturated colors that help clarify design shapes. Purple metallic armor on green skin, for example. 3. Clear textures. Hearthstone has an almost hyper-textured look to it's varying surfaces so that stone looks very "rocky" next to something that's metallic, or skin, or wood, etc. Surfaces are sometimes designed for visual appeal before strict realism. Again, colors are saturated. Those stone formations might have a purple cast to them. The leaves in the trees have sunlight illuminating them so they glow bright yellow and green, etc. 4. Silhouette. Characters and elements have clearly readable overall shapes that read well at a variety of scales. Use value contrast to support this idea. 5. Story clarity. Each character should be immediately recognizable from its attitude, shape design, costume, setting. Everything is telling the viewer, "This is who I am". Not subtle. One simple idea: Crazed Goblin, Poisonous Assassin, Steadfast Knight. 6. Whimsy. Every character and object in the game is designed to be a little (or a lot) over the top. Insanely evil demons with glowing eyes, heroic paladins with glowing armor and square chins of righteousness. It's all a little silly and tongue-in-cheek. Monsters may be horrifying, but also a little ridiculous. Finding that correct balance of humor is key. Anyway, enough of that. I recommend that you take some sample Hearthstone artwork and do a direct and faithful, one to one copy of it. This should help more than anything as far as technique and color choices. Look up your favorite HS artists and see if they have any tutorials. Study their work. Follow them on instagram. Good luck! Dick
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The Asian Sam
This is a very detailed feedback, I appreciate it a lot. thanks for taking your time. Yes, I think you are absolutely correct and I didn't have enough observation about the style. I will try out your suggestions next time.
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Luca Funckner
Hi Sam. I dont know too much about it. But the dragons on heartstone looks more like solis drawing where they have colored in. While your attempt feels more as a direct painting and maybe more sofisticated painting. Also, notice that they use background. And they do not make it to show in big scale. At the same time you need to recognize something in the card really easily. So it is simplificated. Then, I would say that your dragons are more complex in the way you have worked them than the ones seen in the cards. In the card you have dragons that are mainly monocromatic (you have some variety, but not as in yours. I guess is the technick of the artist on it) . In yours, looks you have at least two main colors: one in the light and one in the shadow areas. They are fynne by themselves, but not as imitation of the style of Hearthstone's dragons. Where I see that black is the thing there are for the darks, instead of color. Hope it helps. Keep it up!
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The Asian Sam
Thanks, I’ll take notes of that
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The Asian Sam
Hi, these are the three dragons I drew from imagination and using a palette similar to Heartstone. However, I don’t think I captured the magic of the style. Any suggestions to make it looks better? Thanks in advance!
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The Asian Sam
holy cow this is a great study, I like how you do the lost shadows on the figure and hard highlights. However, I would suggest you to limit the range of the light family a little bit so it doesn't look too shiny and metallic. While there are a lot of soft edges on the light, I think the core shadows are too hard and graphic, some core shadows on the biceps, the chest and the brachioradial. if you're aiming for the graphic feeling then you can disregard my comment. Hope it helps.
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The Asian Sam
I really like the tips from other people on this thread. Here’s how I approach the reference. I triangulated the eyes nose and mouth and make sure they face the same direction as the ref, then I use the Loomis head to determine the rest of the head. I try to be more gesture than the reference. Then I can shade in the shadow to visualize the form better. Comparing the ref and the drawing side by side at the end and use liquify tool really helps too. As other said, these hard angles are following a perspective grid and you can try to guess the perspective before blocking out the study. I hope I add new helpful information in this topic :)
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Simon Houis-Hamead
im not an expert but looking at your first painting all the edges in it are hard. You typically want to vary up your edges with some of them being soft where the form curves away from the light, as opposed to everything being hard. Now a robot like the one you’ve painted will typically have a lot of harder edges but there’s still surfaces that are rounded. Try and find some really good reference of mechs or robots from some really high budget films (like pacific rim maybe) where they will have spent a great deal of time and money properly rendering out a robot. It’s the closest you can get to studying a robot mécha from life because well they’re not real. Hope this helps
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The Asian Sam
thanks, I will research on those soft edges.
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The Asian Sam
Here’s my older style of rendering, I don’t know which one is better
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The Asian Sam
I recently experimented with this style of rendering and it is still new to me, I tried to render a bot from my older sketch with a soft square brush instead of round brushes. I need feedback so I can render better next time. Any feedback is highly appreciated!
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The Asian Sam
Thanks for the stream, it was very helpful!
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