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Szczelec33

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Original poster
Dec 23, 2017
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Check out my latest work.
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I basically did it all out of my mind or imagination. The other day I’ve decided to revisit the piece and fix it up digitally using mostly my iPad Pro, Apple Pencil and Procreate. Here is the result:
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I also inserted it into Illustrator and traced it as black and white or line if I remember correctly. Here is one of those samples I created with filters and such:

Check out more of my samples here:
 

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May I offer some constructive criticism? This is only my opinion, and I don't mean to bash you, so feel free to take it or ignore it & I'll mind my own business. Please remember this is only my personal opinion.

It looks not quite a beginner's drawing, but more beginner than professional. There are some areas you can work on to make it look more realistic, but shows serious potential. My advice:
-Work on details. Seems very simple
-Work on lines & shading. It's definitely a start, but lacks realism.

In the second one with filters, I like how the surface the warrior & horse are on looks for realistically rocky. I also like abstract nature the first one with filters, but it is difficult to know that it's a person on a horse.

It kind of reminds of some realism paintings I've seen. Google "realism" to see what I mean.

Like I said, only my opinion. My style might be very different for yours.
 
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I basically did it all out of my mind or imagination.

Yes, I can tell: all the proportions of the horse and its rider are quite wrong and warped. As is the perspective in your image. Saying you drew it from memory is not really something to be proud of: the best artists in history learned by observation of nature, animal and human anatomy, and plain real life.

This would be an excellent piece to revisit and redo it from the ground up as practice, using actual references of horses, humans, armour, landscapes, and learn about proper perspective drawing.

The basic idea/concept is good. Just your lack of technical skill which is holding you back at this point. Part of your artistic mind is still slave to the 'symbolic' mind, relying on symbolic visual representations.

Keep learning and improving, and have fun! :)
 
It isnt supposed to be realistic. realistic is boring and is t graphic design. gaming or fantasy art isnt supposed to be realistic. just look at jeff vogel’s stuff, in my opinion it compares to it in every level:

I’d you want realism just take a photograph and even if you look at modern graphic design trends outside gaming or fantasy it is elongated lgtb like shapes and nothing to do with realism. And my stuff is way better and more interesting at least than that.
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also to the **** talker above, the legs now are somewhat realistic and the face. the body may not be but do you even know how hard it is to draw a real horse? even the famous jan matejko did them somewhat abstract with hooves that were disproportional:

again look at mobile or indy games like the jeff vogel stuff. at least my stuff is that level.
 

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Did I mention the word 'realistic'? No, I did not.

Btw, Jeff Vogel did not draw that art - he is the developer/owner of Spiderweb Software, and he commissioned all the art from professional artists.

It is really purely about technical skill level than anything else: how well your drawing skills can represent your ideas on paper. Whether you as an artist represent these realistically, or in a stylized art style doesn't matter. You are either an adept draftsman, or you are not. Or somewhere inbetween.

Here is a good comparison: One Punch Man is a comic conceived by One. He drew the first version as a personal web comic, and because of its interesting premise and story line, it became an online hit, read by tens of thousands of readers.

One's drawing skills, however, are not that great at representing his ideas in much detail or quality. Now, what is important to note here that, despite the original's primitively drawn art, due to the story line and interesting characters it was successful.

Successful enough that a comic publishing company, seeing its potential, then approached One to release the series in paper form, but the art is just not up to the level of what the comic reading audience is used to. So the story was redrawn by Murata Yuusuke, a professional comic artist. And it became an instant hit. Millions of readers have read it all over the world.



example01.jpg

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Many artists online redraw their earlier work a few years later to show their technical progress:

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Your level pretty much equates to the left side.

Anyway, as long as you are having fun drawing, and keep practicing and drawing, you will improve. As you can tell by the previous two examples, it takes a few years to improve to a technical level where shapes can be represented with confidence and represent colours and lighting well.

It has nothing to do with realism, but if you can realistically depict a human's form on a flat piece of paper, chances are you will have the ability to abstract the same shapes, and represent that same form in almost any other art style with a bit of practice.

But the other way around is impossible. With your current technical skills you cannot draw a realistic depiction of anything, nor is it possible for you to emulate a given art style convincingly.

Simple as that. Good looking art takes time to learn.

Recognize this, and recognize that you stand at the beginning of your journey of learning how to draw and paint. And that's great! Practice, practice, practice, keep drawing every day, draw 10000 bad drawings before the first good one.

And have fun while doing it (but be brutally honest about your own technical skill).
 
Before I respond to your entire post it is a lot to take in so I will only respond to some parts I disagree with. Not every artist is good at everything. Look at Hitler when he started out. He couldn’t get commissioned in Austria because he couldn’t draw figures or humans but only landscapes. He is an example of a failed artist but I at least can draw figures and faces and such so at least compared to some failed artists I am already ahead. Also not everything always turns out great. I argue some of my stuff was worth’s crapping or may not appeal to many people but doesn’t mean everything zi have in my portfolio on either my main site or artisticocunterculture.com will not and some of it may be so different from what everyone is doing and unique it could really be special. Who knows? There is a ******** of content I put up. Another examples is Jeff Vogel’s stuff like you mentioned. I know he doesnt draw his stuff. but his artists are often not good or their work is too rigid and generic.

It looks totally done by a computer. I don’t even know what software they use but it seems like it was computer generated like those game box covers from the 90s like donkey kong country using cgi. my stuff at least has heart and looks like someone painstakingly used a brush or a stylus to go over everything line by line and his games could really improve with such content imo to give them some heart. Just because they’re professional artists doesn’t mean they’re not overrated or overpriced and don’t take shortcuts. look at mobile game art how crappy it is.
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The last or final piece of the horse doesn’t in my opinion look on the left side but the original pencil drawing did. Again the trend in modern design is to do stuff like mobile game artists or that figure I have in a couple posts above in attachment with really fat arms and legs. how does that not look like the hogwash on the left side?
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How does this stuff I created look like that 12 yr old’s drawing on the left side unless the only reason you posted it was to insult me:

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I checked out some of your work at https://www.artisticcounterculture.com/artisticcountercultureportfolio.html

I stand by my points. You do have a unique point of view and originality in your work, and that is something no-one can teach you - you either 'have it', or you 'don't'.

And that is why I feel that if your technical drawing skills and inner eye for shape representation improve, your ideas and art will truly stand out at some point. As it stands, I think your current drawing ability isn't up to the task to represent your ideas very well in a convincing manner. The concepts are there, though.

As I said, it takes time to improve at drawing. There are NO shortcuts.

Saying a professional artist is 'not good' at a certain something is often very, very relative, because to a beginner even those works (which the artist him/herself declares 'junk') may look like the most beautiful works. It is always about the relative technical skill level of the artist. Many of the greatest artists and painters find their older work terrible, although those works may have entered the public's consciousness as unique and of an outstanding quality.

Davinci was never satisfied with his own work.

PS Adolf wasn't as bad at painting people as you think he was. His 23 year old self created this piece:

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His proportions are off, though, in this example.

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This is quite good. But unoriginal and derived.

He failed as an artist, because he had no unique voice at all. If only he had had that unique artistic voice and had become a celebrated artist, than probably a lot of suffering would have been prevented.
 
Ok, I can go with that. I still am not even familiar with all the Procreate brushes and forget which ones I used in terms of digital art and constantly forget aspects of Illustrator. I actually think I have a much better future of doing traditional pastel or charcoal art but it doesn’t sell so have to transition to digital eventually. Am trying to learn though. But some of the stuff zi created at least by hand I just think did come out well like this piece below. It is almost like a random thing that just that day happened or simply I had the right idea I took to paper or used higher end and more expensive pastels and paper for this piece then most:
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Just look at the beauty of that honey bear and the fur stand up as well as thwt duck flying. look at the background and most. this is some serious badass professional work. How can you fault it? yea the bear may be too small but it could be a honey badger or simply not fully grown. that’s all I can fault in it though.
 
Another examples is Jeff Vogel’s stuff like you mentioned. I know he doesnt draw his stuff. but his artists are often not good or their work is too rigid and generic. It looks totally done by a computer. I don’t even know what software they use but it seems like it was computer generated like those game box covers from the 90s like donkey kong country using cgi. my stuff at least has heart and looks like someone painstakingly used a brush or a stylus to go over everything line by line and his games could really improve with such content imo to give them some heart. Just because they’re professional artists doesn’t mean they’re not overrated or overpriced and don’t take shortcuts. look at mobile game art how crappy it is.

Definitely true. A lot of computer game art is derived and generic looking. The technical quality might be there, but that absolutely does not result in truly appealing art.

But let's not forget that artists are mostly underpaid for their work. They create the assets required for a game for low wages, because good art skills do not pay well. Only outstanding and unique ones do - and those artists generally are found in AAA studios, of course (and often underpaid as well).

Let's face it: art assets for computer games are utilitarian in nature, and are not supposed to be much else. And this is probably a good thing, because too original and unique looking art may actually detract from the game itself, is my experience.

Same with graphic design: the message in advertising is key, not the art by itself. But now we are entering a dangerous discussion of what entails 'art' and what is considered '(graphic) design'. I myself think of graphics and art as either purely utilitarian and practical (game art, advertisements, infographics, logos/branding, medical art, etc.) or art for art's sake and the story imbued in it. Often the boundaries are vague, though, and in the eye of the beholder.
 
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My history or official academic history in art was during my journalism undergrad ai did take a drawing course where I actually did like the way my stuff came out and thought I was ok at it even at the time. and secondly I did take an art history course. But, no I did not finish art school. I just like it or enjoy it much more than writing or journalism that is why if I could I would rather transition to it or graphic design. Graphic design is much harder or more complicated to get into though with all the commands you have to memorize, brushes remember where to find in which app, etc. I have a whole udemy course though in Illustrstor I am half way done with and a blender one I bought plus skillshare and others have courses I could further take if I have to. I already know Photoshop decently. I just don’t get the 3d stuff in Illustrstor or stuff like compound paths and why it is even needed or what it means.
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I also just recently realized I was making my stuff in resolutions too small really even for the web just to save space and because it looked fine on the artbaord or my iPad display. Instead of 800x600 which is fine I guess as a protoflio showpiece I have with embedded images, I need to start working with 1920x1080 for pc widescreen monitors.
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By the way, I have this book which you may find interesting called The Art of Atari. It really inspired me to try doing game covers or fantasy book covers or something because although some of the stuff shown is way beyond my abilities some of it wasn’t. some of the artists who used to work for atari in the 80s were very abstract or surreal and simply got by with imagination and uniqueness alone but not actual technical skills.
 
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Just look at the beauty of that honey bear and the fur stand up as well as thwt duck flying. look at the background and most. this is some serious badass professional work. How can you fault it? yea the bear may be too small but it could be a honey badger or simply not fully grown. that’s all I can fault in it though.

It is an improvement over the previous work, because proportions look slightly better, and the composition is somewhat more pleasing as well.

From a purely technical perspective, it is still at a beginner's stage. That said, you may not accept this until you honestly compare it to true masters who depicted these same topics:

Creekside-Explorer.jpg

Bear by Terry Isaac

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Arnold Schatz (both the swans and ducks)

Now, compare with yours. Look at the dynamic shapes, the astonishing composition, the lighting, the textures, colours, the details where it counts, the implied movement of those birds. A lot is implied in Schatz's work, and it takes on a dreamy almost surreal quality. These idealized depictions look better than reality ever could, or any photo for that matter.

There is true weight and feel injected into those animal shapes, and their presence is acutely felt, even though we are merely looking at 2d flat depictions.

Your bear feels flat in comparison, like a cardboard flat cutout in a flat landscape. Your duck is also drawn from the side, and the relative size and placement on the paper causes it to feel as if it is bigger than the bear. Drawing objects from a side/front perspective is often part and parcel of a beginner artist, because they haven't grasped the concept of seeing the shapes in 3d and converting these 3d shapes in 2d shapes on paper.

I am utterly aware that it is completely unfair and rather harsh to compare your work with that of these two artists. But to become a good artist (or designer) one must be entirely devoid of ego as far as technical abilities go. Be brutally honest. Your work's technical level is light-years behind these examples.

And that is to be expected. Because these two artists started out at some point in their career where you are now. And they became better at drawing and painting by years and years of practice and realizing their strengths and weaknesses. But the only way to become that good is by relinquishing yourself to wanting to become better. And understanding the technical quality of your own work, which requires your 'artistic eye' to develop and evolve as well, as you grow as an artist. This is the very reason why accomplished masters remained brutally critical of their own work even when they arrived at a level beyond where most of us can only dream to be.

I say this from personal experience. At 10 years old I drew an owl and it was published in the school's newsletter. I loved my drawing, and was really proud of it. At that age I drew better than anyone else in the entire school, and was told by everyone that it looked awesome. I was convinced it was the best drawing of an owl ever.

A few years later I really got into drawing, and I was exposed to the level of work that exists throughout history of depictions of owls. While I still think that my drawing of an owl for a 10 year old is not that bad, obviously now I recognize the relativity of my ego at the time. It is just a beginner's drawing, albeit at a slightly more accomplished level. The proverbial frog in the well, I was. I only improved after being exposed to the much larger and scarier world of professional art that is out there. Only then I realized: the adults were humouring a ten year old, and B) my world was so small.

And knowing how to become better efficiently is important as well. Do not re-invent the wheel, and do learn from the hard-earned lessons from past artists. Knowing how to draw in perspective is merely introducing yourself to a set of rules, and then you practice these rules. While your stance might be that these rules result in derivative, generic, and unoriginal work by themselves, to point is that when you become adept drawing scenes and objects according to perspective rules, then can you proceed to implement these in your own work, and decide to break them and still remain in total control. And the rules of perspective become a mere tool in your toolset to depict things convincingly on paper/the digital screen.

And a beginner artist should look at these high-level examples as a source of inspiration, and not suffer a mental breakdown over comparing that level of work with their beginner work. One of my best friends drew very well, and loved drawing comics. He improved, but he kept comparing himself with the greatest in the comics field, and at some point beat himself up to such an extent over his perceived lack of ability, and stopped doing any art up till this day. That, of course, is not the point. The point is to have fun, and become better while enjoying the process. The end result is less important.

But to really improve you must be brutally honest, and realize there are many artists out there that are REALLY good. Allow that work to become an inspiration. You may not become as good as them, but your work will improve rapidly at any rate, is my experience.

Anyway, apologies for my long post.
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I also just recently realized I was making my stuff in resolutions too small really even for the web just to save space and because it looked fine on the artbaord or my iPad display. Instead of 800x600 which is fine I guess as a protoflio showpiece I have with embedded images, I need to start working with 1920x1080 for pc widescreen monitors.

For multi-tone coloured painted art, work at the desired output size and a minimum of 300ppi.

Suppose you need portrait A4@300ppi full (painted) colour: 2480px high by 3508 px wide.

But if you are unsure about the final output size, it is better to work at twice the expected size. I double that resolution in that case: A4@600ppi = 4961px by 7016px.

For pure black and white printed work (black inks like in comics) ideally work at the desired page size and 1200ppi: portrait A4@1200ppi: 9921px by 14032px. Ideally in 1bit, or ink using vectors in software like Illustrator. It will output at the highest resolution of the output device in that case.

Of course, if you are drawing pixel art (for games), work at the exact pixel size. Could be as low as 16 by 16px.


PS Graphic design is not the software that you use. Graphic design uses digital tools like Illustrator and InDesign nowadays, but it used to be done on paper before the advent of the Mac.

Learning to use the tools of the trade does not make you a better artist or designer...
 
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Ok my neon light retro video game showcase piece is finally starting to come out:
 
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That is because the first version was just a tracing from a digital illustration you can see above ran through a particular effect in illustrator. Something colors I believe. Thenthing is a lot of the detail was lost like the eyes when I exported was a jpeg from illustrator. i then continued to work on it on my iapad as rwster though. anyone knows hoe to make lines like after you use the oen tool to cut out some of the endpoints or edges or a line? Eraser tool? I tried thr knife tool wnd it didnt work on lines.
 
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This could be like a mixed reality ad or piece as a cover image of the tech I think:
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OK THIS IS ART RIGHT HERE:

This my friends is greatbork and digital art of first lass. I am not saying I am anywhere near this level but Jeff vogel and wpierweb software artists not any indy or mobile game creators are not either. All I am saying is I aspire to be and wtblewst my stuff does have creativity which is severely lacking in both the gaming industry and digital art trends overall. And creativity of ideas and mixing media together is hard to come by.
 
OK THIS IS ART RIGHT HERE:

This my friends is greatbork and digital art of first lass. I am not saying I am anywhere near this level but Jeff vogel and wpierweb software artists not any indy or mobile game creators are not either. All I am saying is I aspire to be and wtblewst my stuff does have creativity which is severely lacking in both the gaming industry and digital art trends overall. And creativity of ideas and mixing media together is hard to come by.

Have you looked at your local or online bookstores, libraries for drawing books? I'm sure there are many instructional books on how to draw in the style you posted.
 
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