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  • A creature design from a while back
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  • Lady Death Fanart Collectible: Part 6 Polypaint and base Hi, it’s time to share with you another part of the process to create this fanart piece. Polypaint As this is my first collectible fanart I didn’t have previous experience with polypaint so I tried my best and played a bit with it.I wanted to give a ghostly and eerie look to Lady Death, she is beautiful and deadly, but at the end of the day she is a woman that died and was reborn at hell as an avenging spirit, that’s why I gave her skin tone a bluish very cold tone.As you will see I gave myself some creative freedom to deviate from the traditional color scheme that this characater has in comics and illustrations.To add a bit of sensuality by painting some freckles on the face and the chest. The dark nature of this character was the perfect excuse to gave her a kind of goth make up, very dark shadows around the eyes, blue lips and fingernails. I know that the original character includes sexy red lips but I wanted this girl to have a sexy but at the same time creepy look, that’s why we can see some thin veins emanating from her eyes. The biggest chromatic change I did for this character is at the hair. Lady Death has a characteristic white weavy hair but in my fanart I decided to gave her a very saturated blue color.The reason behind this wasn’t only an aesthetic choice. I want that the face area strongly pulls the attention of the viewer so this area needed a stronger contrast. Another reason is that I want her to have a more modern look, as I mentioned before, I’m strongly attracted to women with goth/punk look. I gave myself half an hour or more to analyse the work of experienced sculptors that create collectibles and I discovered that the use of darker values on the skin is often applied to create a greater sense of volume and three-dimensionality. I found that areas with heavy ambient occlusion are the perfect places to paint with darker colors in order to increase the separation between different forms. Even though she has a bluish skin tone, I used a bit of warmer hues in areas that, in real life, tend to go towards red and pink, this is very obvious in the nose, cheeks, and knuckles. Thinking with a logical mind it’s completely absurd to have warmer tones on the body of a zombie like creature but I didn’t want to limit myself by using only blue tones, it looks boring and artificial. In real life these colors are created by blood vessels in areas where the skin is very thin. ** Scythe **for her weapon I applied a cool gray with some warmer variations, this color scheme is influenced by the work of H.R giger. Base I’d like to talk about the design for the base which, to be honest, I forgot to develop along with the character.My main idea with the base is to show that Lady Death inhabits a very sterile and arid land, at the end of the day she is at hell.You can see a that she walks over dirt and rocks, a sign that she’s surrounded by death and loneliness. As part of the landscape we can see some bones and skulls to reinforce the idea of lack of living creatures, yet we can see three hands that try to reach her legs.This hands represent that all creatures are subordinated to her power and seek an evil blessing with a simple touch of the princess of the damned.1- The hand with skin burns represents the souls of those who are newcomers to hell, tortured souls that suffer for the sins comitted on earth.2- The hand with greenish rotten skin and pustules is the reminder of the decay that has infected the souls of those who have been trapped and have forgotten their humanity3- Last but not least, the hand of a demon shows that even dark creatures and entities bow before her presence. The cherry on the top, at least in my vision, are the simese twins that emerge from the ground, this malevolent creatures remind us that in hell there’s only perversion and any trace of innocence is lost. Thanks for reading till this pointI’m really happy to be very close to finish this creative journey, last but not least it’s mandatory to talk about splitting the sculpture in several pieces to be printed, this will be my last entry before showing the final rendered images. See yaMay Zbrush be with you
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  • memory 2min gartic phone, used ref 2m gartic, used ref for pose 2min gartic 2min gartic 2min gartic 2min gartic memory memory memory memory study memory memory memorymemory memory memory memory memory memory study memorystudy study stylized left memory, right study study memory memorymemory memory memory memorymemory memory, porportions r offmemory memorystudystudy memorymemorymemory memory memory memory memory memory memory memory, right leg is a bit broken The feeling of only getting 1 - 3 likes on a social media post will never not be discouraging. But nothing is discouraging enough to make me quit drawing. I think the strategy of drawing a lot of stuff and waiting a while to post is good though rather than posting it immediately and then feeling that sadness on the next set of drawing
  • Urban Dragon Girl Wip Urban Dragon Girl_wip1.jpg5000x5000 1.11 MB
  • Long time no see! New artworks produced lately
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  • studies studies juri study imagination, how I feel before a speech imagination imagination study something I drew for my presentation also drew this for my presentation, didn't fix the one hand being bigger than the other imagination + study study studies study study, I need to fix the face a bit based on screenshot from anime but in my style study. except for the eye study studies studies study. changed some things tho imagination imagination imagination study studies, except top right samurai based on anime screenshot wolverine studies, changed some of the poses a lil, not very good at all, but first time i drew the character ever. semi study studies study imagination imagination imagination , for first time ever i tried to draw over 3d model for middle pose, I dont like the result tbh, but it makes it much easier than coming up with it from memory.imagination, except right figurestudies imagination + studies, coming up with action poses r hard, these are not dynamic enough, I will redraw better ones in future. imagination , imagination imagination study, except for eye imagination imagination imagination doodles except for the two chrollos imagination storyboard thumbnail, idk if i ever shared this. my storyboards end up being a little detailed since i usually just draw in one layer.
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1 month later

It's been a while since I've updated this thread. I really need to figure out and curve out a time and day for just posting and keeping my profiles up to date.
Earlier this year I did some arm studies as part of my anatomy study series that I have planned for this year.

The intention of these studies are as follows:
1. an understanding of the skeletal anatomy and building the muscular anatomy on top
2. make observations about the motion of the anatomy which include the overlaps, contraction and extension and the overall shape and gesture
3. Value rendering as means of understanding both the form and also how light interacts with anatomy

In this first piece I was pushing the values just a little bit too much in the shadows. I was definitely struggling with the subtle changes of the values in the skin. The drastic difference in each value in some areas gives the anatomy a semi-realistic look. It's great with muscular people, as the contrast in values separates the forms of each muscle really well, but it doesn't work well otherwise, especially with females. I found when working with anatomy that has muscle definition, it was easier as there were more shapes to work with as opposed to female anatomy where there's not a lot definition but to make up for the lack of it, I needed to work on making my values blend correctly to represent the skin tone so that the arms don't look like simple cylinders.


I was constantly reminding myself of the observations that I made on the first set of studies when approaching these ones, as you can see I have started to pay more attention to the shadows and how much of I push in terms of value. The use of reflected light really sold the 3 dimensional aspect of the arms, especially when the reflected light is on the side of the shadow.


There's nothing new to add to this set aside from the fact I started softening out the reflected a little bit more to add the illusion of subsurface scattering that occurs in the skin due to its translucent properties. I also started to put effort in the mid tones and blending them to properly indicate the roundness of the forms. At this point, I've started noticing patterns in the forms and the motion and which allowed me to work a faster in pace when drawing and rendering.


I've gotten better at noting the subtle value variations in the mid tones, but there's still work to done in defining the forms of the muscles. But at the same time, I really need to focus on gesture as well, as I've noticed when focusing entirely on the muscular anatomy, they end up looking just a bit too rigid.

Hi spyronite. Im trying to do the bucket method from proko as you have shown but I am struggling to do so, whenever I "squish the bucket" I end up with one illium taller than the other. I dont understand how he is doing this? are you squishing the bucket or just ignoring that step? could you please describe your approach to this please? :smile: also your progress is brilliant and inspiring. please continue to post

8 days later

Sorry for the late reply. I recommend drawing a box, which has similar dimensions to the bucket before you draw the bucket itself. The problem with drawing spheres or any round form, is being accurate in terms of perspective. I think that is why one ilium is seemingly taller than the other in your case. I recommend you avoid drawing the pelvis in extreme perspectives till you are confident with the overall form of the structure. Having looked at your sketches, I feel like you are rushing into the final phase just a little bit too fast. I really got to commend you on working with a pen, that's something I intentionally avoid (maybe I should get back into it). If you get the perspective right, I think you will get the part where you "squish" the bucket drawing correctly. I did not use proko's method exclusively. I also referred to Atlas of Human Anatomy by Stephen Rogers Peck and Figure Drawing by Michael Hampton to help me figure out the pelvis. One crucial thing I learned was that you really don't need to memorize the entire form, but once you get an understanding of the landmarks (especially where the bone are visible on the skin) you can get away with drawing a very simple form of the pelvis.

thanks for taking the time to respond. Ill try and work on what you suggest :smile:

4 months later

Its been way too long since I've posted here and there's so much that's long due to be posted that I haven't gotten around to. Instead of dumping it all in one post I'll make a couple of posts to catch up to what I've been doing more recently.

Moving on from arms (looking at my recent drawings, I need to revisit), I decided to move on to Torso studies. This is probably one that I have avoided doing simply
because of how much overlapping of muscles and the subtle changes to the surfaces caused by those overlaps can make it extremely difficult to nail good design. This is evidently the case in my first batch of studies of the Male where there is clear lack of flow in design. I struggled quite a bit with where the Serratus Anterior meets the Obliques all the while being overlapped my the Pecs above. Another point that stands out is the incorrect values used, as the male reference used (in some examples) had much darker skin than the values make it out to be.


For the female torso, I feel as though the struggles were more or less the same but not as exaggerated as the male torso. Painting the Serratus Anterior at times feel like I was painting the ribs or a malnourished person. I can see why female anatomy at times tend to be a bit more simplified when it comes to surface details, similarly how we forego drawing wrinkles in portraits to avoid making the person look older than they are. The values, again, could definitely be improved here.


I'm starting to make corrections to my values while also trying to simplify the how light interacts with the general muscle shapes. I remember having the hardest time with the Abs and Obliques as they seemed way too sharp but also when trying to soften them down, they end up losing their overall shape design.


I noticed here, I'm making a more conscious effort to simplify the shapes. Values are getting better but the highlights/lighter areas seem to be blown out a little bit more than they should be.


Considering the first batch of paintings and these, I'm really happy with the progress I've made. There's room for improvement for values, soft and hard edges. When I do these studies, I start out with the objective of finding flow in my drawing/painting process till I find myself in a position of familiarity and comfort and that's when I know I need to move on. Obviously there's improvements to be made, but I rather move on something else before I get bored and that's when I start making mistakes as I often find myself in autopilot mode and not any conscious effort to problem solving when I'm drawing/painting.


Lovely! I really do like them all!

1 month later

Moving on to the back, completed back in November 2020. This is definitely something I need to come back to. Currently working on Legs, I'll probably revisit the back anatomy. The back for each individual is so different, I found it really difficult to render the forms.

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