Mutas High
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Jyvblamo
Canada13788 Posts
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Empyrean
16938 Posts
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Eben
United States769 Posts
How long did it take you to make? | ||
ghrur
United States3785 Posts
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Revolt
United States288 Posts
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flamewheel
FREEAGLELAND26780 Posts
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houck
United Kingdom102 Posts
On August 12 2010 07:47 ghrur wrote: Reminds me of the 2007 Ever OSL opening, cuz it's just that damn awesome. I do agree the your mutalisk drawing is amazing :D | ||
FlashIsHigh
United States474 Posts
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Jyvblamo
Canada13788 Posts
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Xyik
Canada728 Posts
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exeexe
Denmark937 Posts
But it is good painting | ||
TeabagInsurance
Canada320 Posts
Thank god for PX; missed this. | ||
ArvickHero
10387 Posts
On August 12 2010 09:00 houck wrote: http://www.youtube.com/watch?v=ibCnvLucMCk I do agree the your mutalisk drawing is amazing :D God DAMN do I wish all Starleague openings were like this. Bisu's entrance especially is so fucking epic. Recent openings in general have been pretty lame (except for Korean Air Season 1), especially Korean Air Season 2 ;l | ||
Malminos
United States321 Posts
It looks similar to the concept on blizzs website, maybe try instead of putting him in a canyon maybe a desert or forest environment or something. | ||
Jyvblamo
Canada13788 Posts
On August 18 2010 16:52 Malminos wrote: Ill see if i can do a drawover for u tomorrow if u dont mind, possibly generate some ideas. For now if i may, id say to maybe go a little more into the environment, maybe there could be some sky behind him with a bit of it shining through his wings. It looks similar to the concept on blizzs website, maybe try instead of putting him in a canyon maybe a desert or forest environment or something. Sure, have at it. :D Though, the background in this picture is supposed to be the burning skies of Char, not a canyon. ;P | ||
Malminos
United States321 Posts
-Stay zoomed out- Check the whole painting often; When one stays zoomed in and detail detail details, they loose sight of the painting as a whole. It takes some practice to get in the habit of this, i still forget to, but it'll help you to see it how others will be seeing it, and will help you spend your time more effectively. Zooming in and spending an hour doing tons of detail in 5% of your drawing is like turtling as zerg and spending a half an hour just building up your economy without building any troops, sending overlords out to scout, lings and mutas to harass/scout, and of course making your opponent apologize for playing terran. All these things are whats gonna help win the match, but if you only focus on one small area for a long period of time, you'll end up wasting time and losing sight of the entire match. Same with drawing, focus on one area too much and you'll loose sight of the big picture. -Focal point - your focal point is the mutalisk, but everything around the muta was dark and the mutalisk was dark, so the first thing i did was put something light behind him (sky, fire, sun, etc. could even be a "jesus ray" coming through the clouds). What this did was pop him off of the page and give the overall drawing more depth by creating contrast between the mutalisk and his background. Before he was merging with the background and the overall drawing looked flat because there wasn't enough contrast between your focal point (the mutalisk) and his background. So i just left the mutalisk generally the same color and tone u had him, but made everything behind him much lighter. Furthermore, once you've come up with and figured out your focal point, you can put your details around the focal point, and dont really have to detail EVERYTHING out. A good way to check this is if every time you look away and look back at your drawing, and your eye is always drawn to that spot and lingers there for awhile, then your focal point is working. -Lighting- what direction is it coming from, roughly? is it just going to be along his back like in the below drawing? is it going to be bottom lighting him making him look spooky-ish? is all of the lighting coming from where the viewer is standing or is the viewer directly behind the main lightsource as in be below drawing. You can tell where the lighting is coming from just by where the majority of the light is. Put your hand in front of a lamp and watch how the light hits your hand based on where the light is to get a better idea of this. In this one, i put the main lightsource just to the left, behind the mutalisk. This makes it so you can do stuff like rim lighting (the white light carving out the mutalisk's back) also it allows you to do similar lighting on the environment, like the light highlights on the rocks in the foreground and middleground. This lighting style in general lends itself well to high contrast which i think the original drawing was lacking and makes the objects pop, and is a quick way to make the objects in the scene look and feel more more three dimensional -Atmospheric perspective- The way things are getting more hazy and less detailed as they go back in space is atmospheric perspective. It's a trick to further the illusion of depth. Maybe char wouldn't REALLY be that hazy, but for the sake of the drawing, it helps in just making it look good as a whole. Also, i like to "layer" objects, where one dark object will be in front of a slightly lighter "hazier" object, then that one is in front of a slightly lighter, more hazy object. This is another way to use atmospheric perspective and can be seen in the way the rocks layer in front of each other -The stamp trick - Zoom out till it's the size of a stamp or slightly larger. Maybe look away then look back. Does it still hold up? can u still make out the details? is your focal point getting lost? all these things can be checked by zooming out, looking away and looking back. If it holds up as a stamp, and looks cool zoomed in, and you have interesting details around your focal point, decent overall contrast, then your in good shape. Again, hopefully this isn't too much information at once or above the scope that you wanted to take your drawing. I'm just lookin to possibly help out another artist/starcraft fan out in the void of the interwebs. Good luck! | ||
sLiniss
United States849 Posts
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Kinky
United States4126 Posts
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Jyvblamo
Canada13788 Posts
On August 19 2010 05:48 Malminos wrote: + Show Spoiler + [i]So i probably went way way over the top with this, i usually do a quick sketch at lunch instead of starcraft from time to time and figured why not do a drawover for a fellow artist/starcraft2 fan! Hopefully it generates some ideas of things you can do when your running out of things to put in it. Most of this advice isn't "specific things" but rather good principles to follow to get a good overall drawing. -Stay zoomed out- Check the whole painting often; When one stays zoomed in and detail detail details, they loose sight of the painting as a whole. It takes some practice to get in the habit of this, i still forget to, but it'll help you to see it how others will be seeing it, and will help you spend your time more effectively. Zooming in and spending an hour doing tons of detail in 5% of your drawing is like turtling as zerg and spending a half an hour just building up your economy without building any troops, sending overlords out to scout, lings and mutas to harass/scout, and of course making your opponent apologize for playing terran. All these things are whats gonna help win the match, but if you only focus on one small area for a long period of time, you'll end up wasting time and losing sight of the entire match. Same with drawing, focus on one area too much and you'll loose sight of the big picture. -Focal point - your focal point is the mutalisk, but everything around the muta was dark and the mutalisk was dark, so the first thing i did was put something light behind him (sky, fire, sun, etc. could even be a "jesus ray" coming through the clouds). What this did was pop him off of the page and give the overall drawing more depth by creating contrast between the mutalisk and his background. Before he was merging with the background and the overall drawing looked flat because there wasn't enough contrast between your focal point (the mutalisk) and his background. So i just left the mutalisk generally the same color and tone u had him, but made everything behind him much lighter. Furthermore, once you've come up with and figured out your focal point, you can put your details around the focal point, and dont really have to detail EVERYTHING out. A good way to check this is if every time you look away and look back at your drawing, and your eye is always drawn to that spot and lingers there for awhile, then your focal point is working. -Lighting- what direction is it coming from, roughly? is it just going to be along his back like in the below drawing? is it going to be bottom lighting him making him look spooky-ish? is all of the lighting coming from where the viewer is standing or is the viewer directly behind the main lightsource as in be below drawing. You can tell where the lighting is coming from just by where the majority of the light is. Put your hand in front of a lamp and watch how the light hits your hand based on where the light is to get a better idea of this. In this one, i put the main lightsource just to the left, behind the mutalisk. This makes it so you can do stuff like rim lighting (the white light carving out the mutalisk's back) also it allows you to do similar lighting on the environment, like the light highlights on the rocks in the foreground and middleground. This lighting style in general lends itself well to high contrast which i think the original drawing was lacking and makes the objects pop, and is a quick way to make the objects in the scene look and feel more more three dimensional -Atmospheric perspective- The way things are getting more hazy and less detailed as they go back in space is atmospheric perspective. It's a trick to further the illusion of depth. Maybe char wouldn't REALLY be that hazy, but for the sake of the drawing, it helps in just making it look good as a whole. Also, i like to "layer" objects, where one dark object will be in front of a slightly lighter "hazier" object, then that one is in front of a slightly lighter, more hazy object. This is another way to use atmospheric perspective and can be seen in the way the rocks layer in front of each other -The stamp trick - Zoom out till it's the size of a stamp or slightly larger. Maybe look away then look back. Does it still hold up? can u still make out the details? is your focal point getting lost? all these things can be checked by zooming out, looking away and looking back. If it holds up as a stamp, and looks cool zoomed in, and you have interesting details around your focal point, decent overall contrast, then your in good shape. Again, hopefully this isn't too much information at once or above the scope that you wanted to take your drawing. I'm just lookin to possibly help out another artist/starcraft fan out in the void of the interwebs. Good luck! Whoa, that is pretty awesome of you to do that! I'm still pretty much a newbie at digital art, so I need all the advice I can get. Thanks :D | ||
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