View Full Submission View Parent Comment
0 users agree
10:24 AM, Saturday June 5th 2021

Hey there, sorry to hear you didn't get help in the discord. Ultimately since it relies on people helping one another for free it can be tricky to get help at times. The important thing to remember is that it's nothing personal and sometimes people are just busy, or the server may be quiet at the time and then you end up getting buried by others. As long as you're not spamming however you're more than welcome to ask again at another point and you'll hopefully have someone help out.

Anyways, let's start your critique.

  • Starting off in the arrows section your lines are looking smoothly and confidently drawn. You're doing a good job maintaining a consistent width as your arrows widen while moving closer to the viewer and with more mileage you'll become more consistent. It's good to see that you're trying to implement line weight, just remember that you want to keep your applications subtle and you'll become consistent with mileage. here are some things to look out for when applying it. I'd like you to experiment more with foreshortening in your future attempts, by utilizing it in both the arrows themselves as well as the negative space between their curves we can create a stronger illusion of an object moving through 3D space as demonstrated here. You'll find that lengthening your arrows can help you experiment with this a bit easier as currently your arrows are pretty short.

  • Moving into the organic forms with contours exercise you're doing a good job keeping your forms simple, plenty of people tend to over-complicate them. You're keeping your line work confident here which is great, if you feel uncomfortable working with contours still don't stress with more mileage it'll become more natural. Speaking of contours I'd like you to try and shift the degree of your contours more. The degree of a contour line basically represents the orientation of that cross-section in space, relative to the viewer, and as we slide along the sausage form, the cross section is either going to open up (allowing us to see more of it) or turn away from the viewer (allowing us to see less), as shown here.

  • In the texture exercises (more so in the dissections) you're focusing largely on outlines and negative space rather than cast shadows created by forms along the texture itself. This makes it difficult to create gradients with implied information which we could then use to create focal points in more complex pieces, by doing so we can prevent our viewers from being visually overwhelmed with too much detail. For more on the importance of focusing on cast shadows read here. I'd also like to quickly direct you to this image which shows that when we're working with thin line like textures if we outline and fill the shadow we will create a much more dynamic texture than simply drawing lines.

  • If you feel like you don't fully grasp form intersections just yet don't worry, you're on the right track but right now this exercise is just meant to get students to start thinking about how their forms relate to one another in 3D space, and how to define those relationships on the page. We'll be going over them more in the upcoming lessons. Your forms are looking quite solid here and they believably appear to belong in the same cohesive 3D space, good work.

  • While wrapping up your submission with the organic intersections exercise you do a great job demonstrating that your sense of 3D space is developing as your forms begin to wrap around each other believably. You're keeping your forms simple and easy to work with which is a good strategy to help produce good results. When it comes to your shadows you're pushing them enough so that they cast rather than just hugging the form that creates them which is a great start. It appears like your shadows aren't following a consistent light source, I recommend pushing your light source to the top left or right corner of the page to start with, it's easier than working with a light directly above your form pile.

Overall this was a solid submission, while you may have some things to work on I have no doubt you will improve with more mileage. I'll be marking your submission as complete and moving you on to the next lesson.

Keep practicing previous exercises as warm ups and good luck in lesson 3!

Next Steps:

Keep practicing previous exercise as warm ups.

Move on to lesson 3.

This critique marks this lesson as complete.
3:02 PM, Saturday June 5th 2021
edited at 3:04 PM, Jun 5th 2021

Thanks for the amazing critique Tofu! I'll be revisiting the previous exercises for a quick recap with the advice you gave me. I'll be moving onto lesson 3 right after.

I hope we meet again for my future critiques but for now I wish you all the best!

edited at 3:04 PM, Jun 5th 2021
The recommendation below is an advertisement. Most of the links here are part of Amazon's affiliate program (unless otherwise stated), which helps support this website. It's also more than that - it's a hand-picked recommendation of something I've used myself. If you're interested, here is a full list.
The Art of Blizzard Entertainment

The Art of Blizzard Entertainment

While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.

The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.

This website uses cookies. You can read more about what we do with them, read our privacy policy.