--- In SkunkworksAMA_at_yahoogroups.com, "Inkwell" <inkwell_01@...> wrote:
>
> Good image work for 1-1/2 hours - even with the
> "Cheapo" coloring. I like the torso.
>
> All done in one sitting?
Yeah. Sometimes I may work non-stop on a single picture for 12-14 hours in a row.
>
> [Ok... a few wee observations that hopefully helps.]
>
> The leg stance is unbalanced/awkward. The
> "pit-of-the-neck" location in relation to the feet
> is good - down between the legs; the problem is
> the relationship between feet, legs, and hip supporting
> the upper body's weight for balance. The feet are
> too inline with one another for the way the legs are
> positioned with a right leaning torso.
The camera angle is actually supposed to be above and tilted to the right (clockwise). It probably would've helped if I had drawn some sort of background to help establish the angle or whatever, but it was just a quick sketch showing her form.
Believe me, if I draft up a picture that's going to be completely finished, I take a bunch of extra steps to get everything done right! ;)
>
> The right leg is too stiff to help in balance because it's
> busy holding the torso's weight. The left leg is busy
> balancing the torso. This will cause the character to
> wobble fore and back - (although the right arm is trying
> to help in balancing the torso).
>
> Try the stance in real life with full human feet on ground;
> then with the balls of the feet as in what a furry character
> would do. (It's fun!)
Would that apply even if the character must lean over to walk normally? Characters with digitigrade legs have to lean forward and counterbalance with the tail when walking.
>
> Also, with this leg stance there is no push off point for the
> character to "go-into-action" because the right leg is
> being pressed down on by the torso's weight while the
> left leg is busy balancing the torso, plus, the left leg is
> in front of the right leg.
>
> [However, For an action pose it's pretty good, ie, the
> character is standing there for a photo-shoot. Bubblegum
> card anyone?]
>
> Hip note for the group: The hip looks like it's drawn
> incorrectly, but it's not. The belt around the waist tilts
> down, making it look like the left hip is higher than the
> right hip, which would mean that the left leg is supporting
> the character's weight - not the right leg. Actually, it's the
> right hip which is higher than the left, ya just can't see
> it with the left arm in the way.
>
> Shirt wrinkle lines: The two longer lines across the chest
> are too flat, ie, straight. An opportunity is been missed to
> show the curve of the breasts - hence a 3D effect gets
> reduced to 2D. The shirt has a nice wrinkle line (bottom
> left side where shirt would button), but then a long straight
> flat line is placed across it (second line from the first top
> long line). The straight line flattens out the fold in the shirt.
> All lines are additive to the structure of a character; always
> push a line to do more work for the character - especially
> in illustrations. Animators can, [and do], get away without
> pushing a line to do more work because audiences cannot
> study the images they are viewing on the big screen.
> [Well...Dvd's can screw this up.]
Oh, sketches always get skimped on when it comes to little details! Otherwise they'd be "finished" pictures! As an example, compare the sketch of Crystal on her model sheet to the recently uploaded cover mock-up for issue one! ;)
>
> Hope this was helpful to some degree. It's still a darn
> good sketch for a few hours of work; nice line work and
> shading.
Absolutely! In fact, critiques like this help me to fine-tune my sketches before I post them!
--JMH
Received on Tue May 25 2010 - 14:45:53 CDT