Topic: Art Review and Critique

Posted under Art Talk

e621 is already a great place to get some totally unbiased, unfiltered, and honest review from people. Only problems are that not every image posted gets a review, not every piece of critique is helpful, and often times people critique finished pieces. It's so much more helpful when you get comments and review on a piece BEFORE you finish it up and move on to another. So lets have a review/critique thread!

The idea is for artists to post up some of their art, preferably a work in progress, and get constructive feedback on it. So if you have something you're working on, post a link to it and we'll give some feedback.

Rules

(more like guidelines)

1.) The idea is to give out and receive constructive criticism, so please keep your critique polite, and explain your opinions instead of just leaving a 1 or 2 word complaint. "That sucks" is not valid critique, "The arm seems wrong" is alright, but "There's something off with the perspective on the left arm. The biceps look all wrong, maybe try doing [something]" is great! Explaining your issues with a piece is extremely helpful to the artist and gives them ideas on how to fix what's wrong.

2.) As an artist, you're coming here to receive reviews, so expect a few comments about what's wrong with the image, and when you get some don't take them personally. If someone gives you a critique, feel free to defend your reasoning but don't get upset about it. Just keep in mind that reviews can only make your art better.

3.) Since some people browse the forums on e926 (SFW mode) please mark any links that are NSFW as such.

Updated by SirBrownBear

I'll go first, seems only fair.

Linking to my Trello page cuz i already have a lot of my WIPs up there. Feel free to comment on anything, but I probably won't be going back to change anything that's in the "Done" list.
What I'm really looking for are some comments on what's in my "Commission Queue" list :P

NSFW https://trello.com/b/M41e2P9X/art-commissions

Updated by anonymous

I was actually planning on doing a thread or two about how to give and receive critique. The timing couldn't be better!

Though, a question/possible additional option, what about red-lines? Depending on the artists present, and how much time they're willing to dedicate to it, they may be able to red-line another artist's work in order to provide visual critique alongside what they say.

Updated by anonymous

And, I suppose to start off the critique, if you don't mind I'll focus on the uppermost piece in your queue: the one with the paired figures. It's looking fairly good thus far, I'd say, though there are some anatomy-related things that could possibly benefit from some changes.

The right-most figure's head and neck are set a bit too far back on the torso. Following the current line that would exist from the back of her neck, it follows the curve of her back, rather than the curve of her spine. A way to fix this may be to shift the head and neck downwards and to the left, so that it's placed more 'forward' in 3d space. I have some trouble distinguishing between the two bodies around where the right character's crotch is, but I think that's something that will be easier to distinguish as you start to add color. The sperm covering her crotch is somewhat hard to read for similar reasons, since it's difficult for me to distinguish where it may actually be lying across their bodies and where it may be dangling in the air. The spooge may very well not need changes, but I think it does bear mentioning.

With the leftmost figure I think things are coming along rather nicely, and in his case I only have a few things to mention, two of which are somewhat connected. His right hand (the one he's using to prop himself up) could use a revisit, just to make sure that the angle of it and the length of the digits agrees with the angle at which we're viewing the scene. Right now, for instance, the thumb appears somewhat truncated, which causes the other fingers to look too long by comparison. On a fairly minor note, the membrane region of his wing that extends from his shoulder-blade could be a bit lower, since--while I know where the wing is actually coming from, the location of the 'root' of the membrane seems to indicate that the wing might be extending directly from his shoulder.

Going back to the hands, I think, going forward, you'll need to make sure that the elements that are on the bed appear properly weighted. Load-bearing elements in the scene--such as the dragon's hand and leg--would leave impressions in the mattress. The same goes for the tail, which--while not necessarily load-bearing, is interacting with the mattress as well, so it too would leave some form of indentation, even if it were a small one. Minor details like those can really help enhance your work.

Hope this helps!

Updated by anonymous

@misappropriated: Personally, I'm a big fan of receiving redline critique. I'm a visual learner (big surprise), so getting visual critique is always super helpful for me. I've heard of some people who dislike it, but I've never understood why. Think I should say something about that in the original post?

About your review, very good points all! I knew the hand needed reworking, but didn't notice the character's head misplacemet till you mentioned it. Will definitely fix. The, crotch area is a little hard to figure out right now, but yeah, color should help. Good call on the wing. The cum is going to be very odd, it's going to look like liquid metal, that's why it's so opaque. We'll see how that turns out. About the weighting on the bed, I definitely will, but I've been waiting on the commissioner to OK the pose before I do that. Just got the go ahead earlier :P

Definitely helpful, and much appreciated!

Updated by anonymous

Glad to be of service! I apologize for the double-dipping, but there is one other thing I forgot to mention, though it is very dependent on your intended proportions for the right-hand figure. If she's meant to appear more lithe and lengthier in the torso than a typical figure, it may be fine as is, but in the event that she shares more standard proportions, you may need to lengthen her arm a bit. A good rule of thumb (again, for standard proportions; I'd rather not put words in your mouth and assume that's the case here) is that a person's elbow is fairly close to the height of their navel.

I'm curious how you assembled the scenery, if you don't mind sharing. o'o Were you using sketchup?

Updated by anonymous

Ah, I'll review the arm a bit. I was having trouble with it earlier so it probably got a little outta wack with all my tweaking. She's supposed to be more or less of regular proportions, so yeah, I'll fiddle with it more :P

And the background I just painted in Photoshop. I kinda just guessed the perspective, so it's probably a little off, but I think it looks pretty close. I do sometimes use 3D stuff to set up scenes though, just not this time.

Updated by anonymous

Aah, okay. If there's anything to be changed with the background, I'd only say take a moment, if possible, to use the guides available in photoshop (I think you can place them by clicking and dragging away from the ruler bars) to establish where you believe you placed the vanishing point. From there you can establish what lines may or may not need adjusting.

I haven't used sketchup much myself, though it seems to serve a great many people fairly well. Use what works best for your own workflow, though. :>

Updated by anonymous

NoctemWerewolf said:
Ok... Be honest, I need some constructive critique of everything I need to improve
https://werewolfslash.sofurry.com/artwork

I think, in your case, we--and you, as well--would benefit from having an idea of the sort of style you wish to pursue. I'm not asking you to set your lifelong art career in stone, but given there isn't much work there to view, I don't have much of an impression of the kind of style you're wanting to go for, since I'd be tailoring my critique based on how toony or realistic you want your work to be.

In either case, though, as a general critique, be sure to study human and animal anatomy. Regardless of the style you choose, your art's believability and quality will be greatly enhanced by having a firm understanding of how bones, muscles, and body parts fit together. This information is readily available from a variety of free sources you can check out. :>

I'd also be curious to know what you're using to draw, since the lines I see, especially along the outline of the digital 'gator you uploaded, seem to be somewhat jagged. It may be that you end up needing to use some software with a form of stabilization, such as Paint Tool Sai or Manga Studio 5. Stabilization is particularly useful for artists who wish to make linework a major part of their work.

Updated by anonymous

NoctemWerewolf said:
Ok... Be honest, I need some constructive critique of everything I need to improve
https://werewolfslash.sofurry.com/artwork

Sorry I can't give too long of a response right now, away from home and replying on my phone.

I concur with misappropriated for the most part. I like your character designs and color choices, makes the characters unique without being on the silly side. However, some anatomy practice could really help you out. Every artist struggles with it, so don't feel bad. I have a link that could prove useful, but sadly I can't find it on my phone right now, so I'll try to post it later tonight :P

I'll give you a fully fledged critique on one of your posted pieces one I get home tonight.

Updated by anonymous

Misappropriated said:

Your response

I think, in your case, we--and you, as well--would benefit from having an idea of the sort of style you wish to pursue. I'm not asking you to set your lifelong art career in stone, but given there isn't much work there to view, I don't have much of an impression of the kind of style you're wanting to go for, since I'd be tailoring my critique based on how toony or realistic you want your work to be.

In either case, though, as a general critique, be sure to study human and animal anatomy. Regardless of the style you choose, your art's believability and quality will be greatly enhanced by having a firm understanding of how bones, muscles, and body parts fit together. This information is readily available from a variety of free sources you can check out. :>

I'd also be curious to know what you're using to draw, since the lines I see, especially along the outline of the digital 'gator you uploaded, seem to be somewhat jagged. It may be that you end up needing to use some software with a form of stabilization, such as Paint Tool Sai or Manga Studio 5. Stabilization is particularly useful for artists who wish to make linework a major part of their work.

Well, Alredy took some basic steps on body, actually the least of my problems is not the skeleton movement but the way muscles work, the hands and feet, I actually have a better done skethbook with far better bodies, so to say, but thats some random body parts.

And about the software... Made on Paint.net XD I'll will get SAI after testing all the software people told me in a forum I made recently.

To be honest, The style I try to pursue is a bit of realistic with some toonish features. So I'll keep trying

Tokaido said:
Sorry I can't give too long of a response right now, away from home and replying on my phone.

I concur with misappropriated for the most part. I like your character designs and color choices, makes the characters unique without being on the silly side. However, some anatomy practice could really help you out. Every artist struggles with it, so don't feel bad. I have a link that could prove useful, but sadly I can't find it on my phone right now, so I'll try to post it later tonight :P

I'll give you a fully fledged critique on one of your posted pieces one I get home tonight.

That certainly would help me, thanks.

Updated by anonymous

Well this is awkward, I only just realized you were the one who set up that thread asking about software! My apologies! And, muscles can be rather tough, especially given that they are prone to flex or relax depending on the particular pose being rendered. Given your interests, you may want to take a look at Adam Wan--though I will warn you that much of his work is *incredibly* nsfw. I'd say check out Falvie as well--she's made some serious improvements to her work as of late, and I think she does keep some somewhat 'toony' aspects to her work while having fairly well-realized anatomy.

Updated by anonymous

TheHuskyK9 said:
Critique me
http://www.furaffinity.net/user/thehuskyk9/

3d stuffs and traditional stuffs

I'm fairly new to 3d modeling myself, so I can't offer up much in the way of more technical advice relating to the medium. Looking at your renders, though, I don't see much in the way of glaring issues. It seems like your skateboard is the only non-round object you've done thus far, so perhaps branching out further with the things you're seeking to sculpt may help you improve via exploring new things and confronting new problems.

As far as your other art is concerned, given the age of some of it I'm a bit curious if it represents where you feel you are currently. Much of it is pokemon related, so a specific piece of advice I'd offer in that case is to be sure to make use of references alongside understanding anatomy. Even those creatures have bones, however oddly-arranged they might be (please don't ask me how Lucario's freaking huge chest-spike fits in with the underlying bone structures, it may be best for the both of us if we don't probe too deep). Especially when these creatures are more anthropomorphized--such as in the case of the booty drawing, exploring how those poses would look with an actual human being may prove incredibly beneficial. Alex Ross, one of the most famous and prolific comic artists out there, is known to make extensive use of live models to ensure his heroes and villains have believable poses.

A nice thing to do--especially if you're just starting out--is to take your own artwork, and draw where the bones would be. You can utilize it as a form of proof-reading, since it will show you where particular bones--and their overlying structures--don't make sense. Also, if you happen to be interested in a more animesque style, you may want to check out the work associated with Wakfu.

Edit, because I have no eyes and missed one of the more recent drawings. The hamburger drawing has a very improved sense of anatomy compared to your previous pieces. It seems you already understand how to handle a head and how its elements appear in 3d, so I have nothing much to add there aside from 'keep it up'!. References will always and forever be your bestest buddy, so long as you don't have a friend baking you brownies. The t-shirt folds around the stomach seem suitably cartoonish and mesh well with the overall appearance, though the folds around the shoulders seem a bit less consistent. The ones around the armpit seem to indicate it's pinched near the underside of his arm, whereas his arm, uplifted as it is, probably wouldn't cause it to bunch up like that. Making ellipses and similar geometric shapes look correct when seen in perspective can be rather tough, so I don't envy you for attempting it. When doing so, though, be sure that they agree with one another. In the instance of the hamburger and the plate it rests on, for instance, the various curves do not all seem to be resting on the same plane.

I'm actually fairly impressed by the hands, though the fingers on the right seem to be a tad too uniform in length, with the digits--and the hand itself--angled towards the camera in a way that the angle of the arm doesn't seem to reinforce.

Unintentional wall of text due to blindness (hopefully) over!

Updated by anonymous

Misappropriated said:
I'm fairly new to 3d modeling myself, so I can't offer up much in the way of more technical advice relating to the medium. Looking at your renders, though, I don't see much in the way of glaring issues. It seems like your skateboard is the only non-round object you've done thus far, so perhaps branching out further with the things you're seeking to sculpt may help you improve via exploring new things and confronting new problems.

As far as your other art is concerned, given the age of some of it I'm a bit curious if it represents where you feel you are currently. Much of it is pokemon related, so a specific piece of advice I'd offer in that case is to be sure to make use of references alongside understanding anatomy. Even those creatures have bones, however oddly-arranged they might be (please don't ask me how Lucario's freaking huge chest-spike fits in with the underlying bone structures, it may be best for the both of us if we don't probe too deep). Especially when these creatures are more anthropomorphized--such as in the case of the booty drawing, exploring how those poses would look with an actual human being may prove incredibly beneficial. Alex Ross, one of the most famous and prolific comic artists out there, is known to make extensive use of live models to ensure his heroes and villains have believable poses.

A nice thing to do--especially if you're just starting out--is to take your own artwork, and draw where the bones would be. You can utilize it as a form of proof-reading, since it will show you where particular bones--and their overlying structures--don't make sense. Also, if you happen to be interested in a more animesque style, you may want to check out the work associated with Wakfu.

Thank you for the tips. I wish I could upload my recent drawings but my scanner broke and I can't afford one right now. I will try out that bone thing, it will be weird since I'm a bit used to a toony style of drawing

Updated by anonymous

TheHuskyK9 said:
Thank you for the tips. I wish I could upload my recent drawings but my scanner broke and I can't afford one right now. I will try out that bone thing, it will be weird since I'm a bit used to a toony style of drawing

If it helps, you can imagine it like rigging your figures, or trying to understand where their bones would be so that they would be able to move. Even the tooniest characters follow various anatomical rules, and you may benefit from taking a look at the character sheets for different characters from major animation projects like those from Disney and Pixar. The viewer, like with literature, should be able to see past the medium to appreciate the character you've created, and making the character more 'believable' helps with that. Suspension of disbelief isn't just a tool of the writer or film director.

Also, I edited my prior comment with additional critique since I'm a bit of a derp.

Updated by anonymous

Misappropriated said:
Also, I edited my prior comment with additional critique since I'm a bit of a derp.

The hamburger one was not made by me, that was a commish from Ratte lol. She's a pro :p

Updated by anonymous

TheHuskyK9 said:
The hamburger one was not made by me, that was a commish from Ratte lol. She's a pro :p

You mean I wrote all that amazing, thought-provoking, soul-searching, earth shattering critique....for nothing?

I am crushed. :c

Updated by anonymous

Misappropriated said:
You mean I wrote all that amazing, thought-provoking, soul-searching, earth shattering critique....for nothing?

I am crushed. :c

But your art is awesome

Updated by anonymous

TheHuskyK9 said:
But your art is awesome

Daw, thanks. :> I do appreciate that. I do, however, have things within my own work that are in need of improvement, such as my understanding of lighting and shadow. I tend to struggle with more complex lighting arrangements, and, going forward, I want to have a more varied toolset. Dramatic lighting can do wonders for a scene! I have a friend of mine who critiques my work to help out in that regard, so here's hoping I can continue improving.

Updated by anonymous

Misappropriated said:
Daw, thanks. :> I do appreciate that. I do, however, have things within my own work that are in need of improvement, such as my understanding of lighting and shadow. I tend to struggle with more complex lighting arrangements, and, going forward, I want to have a more varied toolset. Dramatic lighting can do wonders for a scene! I have a friend of mine who critiques my work to help out in that regard, so here's hoping I can continue improving.

Sweet. Do you have a FA?

Updated by anonymous

Misappropriated said:
I do indeed! http://www.furaffinity.net/user/treefyleaves/

I suppose since my page has been brought up, I could do with some feedback on the most recent 3d sculpting attempt, particularly with regards to what I should aim to change or focus on on the next try.

It's pretty darn good. Only thing I'd suggest is making the neck a tiny bit skinnier. That's the only thing I got

Updated by anonymous

TheHuskyK9 said:
It's pretty darn good. Only thing I'd suggest is making the neck a tiny bit skinnier. That's the only thing I got

Glad to know I'm on the right track, if nothing else. Thanks for letting me know about the neck situation. o.o/ I tend to struggle understanding 3d objects that I'm seeing on a 2d plane, so making sure proportions are correct whilst sculpting tends to give me trouble.

Much appreciated!

Updated by anonymous

The best to way to become the very-best is finding and killing my weakness, here take a look, don't be gentle I want serious and ruthless opinions (I got more but these are the only images that I made so far that can be considered "relevant to the site").

post #586086 post #577749

Updated by anonymous

@Darkcelona non-artist shit critique

#1 Eyes too big, mouth looks too symmetrical, like a mirror image (since she's looking the viewer straight on), navel looks pretty low, shading isn't horrible but a bit basic. Breasts too big for my taste. Although I usually think pasting in real world imagery is tacky, it could be cool to throw in a cropped and scaled down Hubble image or the Andromeda Galaxy reconstruction or something in the window. Almost all such imagery is high res and in the public domain.

#2 Face and everything else looks better than #1. Can't give much specific criticism. The eyes are also big but the face is so much better it's hard to care. Is charizardite_x meant to be a character tag?

We don't see feet in either image so that is unknown territory and suggests you aren't good at drawing them yet.

The signature is big/ugly/conspicuous, but hey, at least it's not a watermark.

If it was just #1 I'd be worried but based on #2 I could see you becoming a great artist with practice.

Updated by anonymous

@Darkcelona: Artist critique this time :P

On the first one:
- It's definitely better than a lot of stuff you can find around the internet. Seriously! You should take some pride in this :D

- The main problem I can see with this is proportions and focus. The first one is a lifelong struggle, everyone has issues with proportions. Here's a site that will help you get good at them though. I use it weekly, and plug it as often as I can. If you want to improve as an artist, using a site like this or paying for figure drawing classes is MANDATORY. http://artists.pixelovely.com/practice-tools/figure-drawing/ The second thing is the focus/layout of the piece. It doesn't look visually interesting from the thumbnail. The ways to fix this are to focus on getting a good silhouette (your character's "outline" if you will), and following the rule of thirds guideline. To do this, always make sure you can tell what your character is and what its doing even if you can only see it in silhouette. Right now, it'd be very hard to tell what's going in in this one. For the rule of thirds, try to make sure that the area you want to be focused on is near one of the 1/3rds lines of the photo. Just placing the eyes on the upper 3rds mark would greatly help.

- It is also good to keep in mind that pinups like this should always have a bit of "head room" for the character. Crop the image too close to their head, and they look cramped. Instead, leave 1 head's worth of space between the top of their head and the top of the image.

- (All these rules, by the way, are just guides. They can be broken for good effects, but they're good general ideas to follow until you learn how and when to break them. )

- Your background is too busy, it drowns out the character too much. I suggest lowering the contrast in the background, but keeping the high white on black contrast of the character.

- Lastly, The outfit is quite appealing for a pinup, so good job on that one! I also think that they eyes, though maybe a bit big, are a nice, very alien touch to the character.

For the second one:
- It's definitely better than the first. Good pose, nice silhouette, the head is on the top 3rds line and the body fits within the middle 3rd of the image. Furthermore, the bright orange contrasts with the gray background, making the character pop. Very good!

- Other than what was stated above, I could weigh many of the same critiques onto this one, but it's still better in all those regards than the first.

- The signature is a bit distracting, but that's personal artistic taste.

Updated by anonymous

Lance_Armstrong said:
@Darkcelona non-artist shit critique

Tokaido said:
@Darkcelona: Artist critique this time :P

Now, this is what I was asking for, Thanks guys d-( ͡° ͜ʖ ͡°)-b.

I always knew that signature was a bad idea, Damn it the signature even makes me look selfish, I will get rid of it in future works.

And respect to eyes. I see that the size of them can be a problem, but it will be hard to deal with it because is part of my style.

And also, thanks for the page Tokaido, it will be certainly helpful.

Updated by anonymous

Don't go insulting people offering critique, Dark. Just because we don't post art here, even if we suck at being artists, doesn't mean we can't give out critique. A bunch of what Lance said was the same as what Tokaido said.

Updated by anonymous

Furrin_Gok said:
Don't go insulting people offering critique, Dark. Just because we don't post art here, even if we suck at being artists, doesn't mean we can't give out critique. A bunch of what Lance said was the same as what Tokaido said.

I appreciate the sentiment, but they were just quoting the subtitles that Lance and Tokaido had used at the beginning of their own posts about their own critiques. I don't think they meant anything by it. See:

Lance_Armstrong said:
@Darkcelona non-artist shit critique

Tokaido said:
@Darkcelona: Artist critique this time :P

=)

Updated by anonymous

furrypickle said:
I appreciate the sentiment, but they were just quoting the subtitles that Lance and Tokaido had used at the beginning of their own posts about their own critiques. I don't think they meant anything by it. See:
=)

Apparently, I'm blind. I'll go excuse myself now :(

Updated by anonymous

Furrin_Gok said:
Apparently, I'm blind. I'll go excuse myself now :(

I misread it the first time too, so I can see where you were coming from. And I certainly can't fault the intentions of someone who was sticking up for others in good faith. It's just an oops. We all have those on occasion. =/

Updated by anonymous

@Darkcelona: You're most welcome! II can only hope it helps.

@Furren_Gok: What Furrypickle said, he wasn't trying to be insulting, just quoting us XD But seriously, thanks regardless.

Edit: My turn to oops, I was on the 1st page and missed the last couple posts. Y'all got it covered :P

Updated by anonymous

Furrin_Gok said:
Don't go insulting people offering critique, Dark. Just because we don't post art here, even if we suck at being artists, doesn't mean we can't give out critique. A bunch of what Lance said was the same as what Tokaido said.

Emm what?, I didn't insult nobody.

is this emoticon "( ͡° ͜ʖ ͡°)" insulting or something?.

Updated by anonymous

Darkcelona said:
Emm what?, I didn't insult nobody.

is this emoticon "( ͡° ͜ʖ ͡°)" insulting or something?.

No no, don't worry about it. Lance titled his post "non artist shit critique." Which you then quoted in your reply, and Furrin accidentally thought that's what YOU were labeling his critique. Ie, he thought you were calling it shit. But it's been sorted out now, just a simple mistake.

Post by post, text based communication is weird sometimes

Updated by anonymous

Tokaido said:
No no, don't worry about it. Lance titled his post "non artist shit critique." Which you then quoted in your reply, and Furrin accidentally thought that's what YOU were labeling his critique. Ie, he thought you were calling it shit. But it's been sorted out now, just a simple mistake.

Post by post, text based communication is weird sometimes

I see.

I was too lazy to use the section format back then

Updated by anonymous

TheHuskyK9 said:
Critique me!]

Very nice indeed! I like how I could tell exactly which pokemon it was at a glance. It's like it's a portrait picture or a con badge or something, fun :3

Cons: You've got some very nice line quality, but the only problem with it is that your line width is very consistent. For a super easy and effective "fake shading" method you should try to make the lines thinner where there would be more light hitting the subject (usually the top) and thicker where there would be shadows (usually bottom). I know there's a term for it, but I can't remember what it's called. Also, thickening the lines where they intersect with eachother gives a sense of overlap, which would be helpful as well.
I'm not completely familiar with this poke, but his neck looks a little long, an his eye looks like it might be a bit too far back on his head. Take that with a grain of salt though, I could be way off the mark on that one.

Pros: I think you totally nailed the eye itself! Specifically the iris area. It looks so shiny and cute and cartoonish, it fits perfectly with the pokemon theme. Eyes are hard, so great job on that :3

Updated by anonymous

Tokaido said:
Very nice indeed! I like how I could tell exactly which pokemon it was at a glance. It's like it's a portrait picture or a con badge or something, fun :3

Cons: You've got some very nice line quality, but the only problem with it is that your line width is very consistent. For a super easy and effective "fake shading" method you should try to make the lines thinner where there would be more light hitting the subject (usually the top) and thicker where there would be shadows (usually bottom). I know there's a term for it, but I can't remember what it's called. Also, thickening the lines where they intersect with eachother gives a sense of overlap, which would be helpful as well.
I'm not completely familiar with this poke, but his neck looks a little long, an his eye looks like it might be a bit too far back on his head. Take that with a grain of salt though, I could be way off the mark on that one.

Pros: I think you totally nailed the eye itself! Specifically the iris area. It looks so shiny and cute and cartoonish, it fits perfectly with the pokemon theme. Eyes are hard, so great job on that :3

Advice received and thank you :)

Updated by anonymous

Darkcelona said:
Can we try with a couple of fakemons that i made now?

One two]

I'll keep the reviews short this time, as I think people will get tired of walls of text..... plus they take a while to write :P

On 1: Cool stance! I feel like the arms might be TOO straight, maybe ad a touch of muscle definition in there? Also, do pokemon get capes? Seems odd, but what do I know. I really like the colors and eyes though!

On 2: Fun concept, gem cat? The pose looks really stilted and seems like a creature couldn't stand like that normally. I think the legs are just too short and extended outwards. The necklace thingie is cool! Totally feels like something a "normal" pokemon would have.

Updated by anonymous

My turn! This is just a personal doodle I've been fiddling with for the past couple days, trying to work on perspective. What do you guys think?
Shower Scene

Updated by anonymous

Tokaido said:
My turn! This is just a personal doodle I've been fiddling with for the past couple days, trying to work on perspective. What do you guys think?
Shower Scene

It's all good. The characters are good and the anatomy is great. There's only one thing that stuck out but this detail is so miniscule compared to the rest of the pic. The square base of the shower head that's on the wall should start wide at the bottom and then get thinner at the top. Also the lines of the square should be almost parallel with the line of the wall.

Again, it's a really small detail that most peeps wouldn't even notice (you don't have to follow my advice) but imo, it's the small details that make the picture.

Updated by anonymous

TheHuskyK9 said:
... it's the small details that make the picture.

Totally agree with that! And you're right, I should spend a little bit more time on the background, and try to make sure the perspective is all correct. Thanks for pointing that out to me :3

Updated by anonymous

Furrin_Gok said:
Apparently, I'm blind. I'll go excuse myself now :(

It's ok, I'm self defecating.

Tokaido said:
My turn! This is just a personal doodle I've been fiddling with for the past couple days, trying to work on perspective. What do you guys think?
Shower Scene

Good enough to post, even if you don't usually post WIP/uncolored images.

Updated by anonymous

Lance_Armstrong said:
Good enough to post, even if you don't usually post WIP/uncolored images.

Yeah, I don't normally post that stuff. I dunno, maybe I should? And thanks by the way :P

Updated by anonymous

TheHuskyK9 said:
Critique me!

Oh my god such a handsome Feraligatr. Only thing I see wrong is that his snout is a little too narrow.

Darkcelona said:
One

Straight fingers of the same length don't exactly fit into the hand shape too well. Either widen it out a bit, or curve the fingers.

Darkcelona said:
two

The heterochromatia doesn't fit too well when the pokemon is otherwise very symmetrical. The hind legs can use a bit of a higher bend, as well--cats are known for having hind legs that bend a lot sooner (From top to bottom) than their fore legs.

Tokaido said:
My turn! This is just a personal doodle I've been fiddling with for the past couple days, trying to work on perspective. What do you guys think?
Shower Scene

Shark's left boob (our right) seems to be glued to dragon's leg. Should probably point a little more forwards than to the side.

Updated by anonymous

Darkcelona said:
You know what to do.
post #588920

Golly dude, you are improving quickly. I'd say this is your best one yet. Signature is better, less distracting and I'm digging the style.

I can't find much wrong with it (probably because I'm not a good critic) so it's all good

Updated by anonymous

TheHuskyK9 said:
Golly dude, you are improving quickly. I'd say this is your best one yet. Signature is better, less distracting and I'm digging the style.

I can't find much wrong with it (probably because I'm not a good critic) so it's all good

I said i will get rid of the other signature, I never break a promise.
unless it involves maths.

Updated by anonymous

Furrin_Gok said:
Something seemed off about the mouth, but I can't determine why.

It's probably because her lipstick is almost the same color as the hair... *shrug*

Updated by anonymous

Xch3l said:
It's probably because her lipstick is almost the same color as the hair... *shrug*

Oh! Thanks for that. The top line of the mouth just goes straight along the orange section. The lipstick portion, as a result, looks like some fake attachment. The lower lip doesn't have this problem, but what it has instead is a lack of curving to fit the rest of the lip, making it look like she didn't even try to taper it off, and just smeared it to that point and stopped.

Updated by anonymous

Tokaido said:
I should be sleeping

As far I can tell, the only mistake that I can find here is the direction that the purple character I assume that the purple character is you is looking at, the situation implies that she should be looking down to the floor where the shark is, but instead she is looking at the wall.

A solution can be put the head a bit more inclined, or simply move the pupil somehow closer to the middle of the eye.

Take my critique depends on you, i am terrible at criticism anyway.

Updated by anonymous

Darkcelona said:
As far I can tell, the only mistake that I can find here is the direction that the purple character I assume that the purple character is you is looking at, the situation implies that she should be looking down to the floor where the shark is, but instead she is looking at the wall.

A solution can be put the head a bit more inclined, or simply move the pupil somehow closer to the middle of the eye.

Take my critique depends on you, i am terrible at criticism anyway.

You assume correctly :3 and thanks for that. I get tunnel vision when I do eyes, and zoom in all close to make em look cool, but then sometimes forget to check that they're looking the right direction :P will fix then upload later

Updated by anonymous

Tokaido said:
I should be sleeping]

Oh coool, you flipped it! The angles and perspective all seem to agree with each other now, so I can tell you've been working out a lot of small details. I like it, and I like how you snuck your signature into it on the shampoo bottle, very clever. I agree about the eyes, though that's already been covered. The only thing that sticks out to me is that the purple one's hand lacks any shadows. Unless the light is coming from below, it should have some subtle shadows on the smaller fingers to match the slight shadow on the underside of the forearm. Without that shadow extending, it makes the hand look a little 2-dimensional to me, like it's unfinished compared to the rest of the image around it.

Updated by anonymous

furrypickle said:
Oh coool, you flipped it! The angles and perspective all seem to agree with each other now, so I can tell you've been working out a lot of small details. I like it, and I like how you snuck your signature into it on the shampoo bottle, very clever. I agree about the eyes, though that's already been covered. The only thing that sticks out to me is that the purple one's hand lacks any shadows. Unless the light is coming from below, it should have some subtle shadows on the smaller fingers to match the slight shadow on the underside of the forearm. Without that shadow extending, it makes the hand look a little 2-dimensional to me, like it's unfinished compared to the rest of the image around it.

Dually noted! I'll fiddle with that a bit too. All the shading on the piece was done really quickly, kinda the bare minimum, so I totally missed the hand somehow ;>_>

Updated by anonymous

All critiques taken into consideration and rectified.

post #589616

It's definitely not perfect, but it's only a sketch, so I think it'll do :P Thanks so much for the help

Updated by anonymous

TheHuskyK9 said:
Alright, I definitely need feedback on this one http://www.furaffinity.net/view/15595314

Usually when I upload something on FA, I'd get around at least 10 views in the first 20 minutes. This one only got 1 view within hours. Is it that bad?

Wall of text incoming.

First and foremost, don't put too much stock into numbers on FA. They're not a good indication of quality of art. There are too many other factors that effect views/faves to be useful. I feel like e6 numbers are more reliable, but even they're skewed by things, mostly time.

So this image definitely has ups, but there are also some downs. Let's start with the good!

The first thing I notice in the image is the eyes. They're very well done, as usual. I can see that you put a lot of care into them, and it shows. Although there's always room for improvement, I really think you've got eyes down pat. The line quality is also very crisp, which is something that takes time and work to achieve, so good job there too.

Now for the criticisms! There are a lot of little things in this image that just need to be slightly adjusted. I could cover them all individually, but I think that wouldn't help as much as covering the one common denominator. Base anatomy. You have Sterno muscles and clavs on your image (the lines on the neck) which are great details to have, but they're in the wrong place, just slightly off. You need to know where the base of all these things come from, why they're there, and what they do. The clavicles (the line that looks like a bicycle handlebar above the pectorals) are floating bones that are part of the "shoulder girdle" which allow your shoulder joints to translate up and down, and a little back and forth. They meet at the top of the sternum, and go out to the shoulder. The Sterno muscles (the "V" line on the neck) connects on the top of the sternum, right between the cleft of the clavicles, and then goes all the way up to the base of the jaw, just below the ears.

Picture for reference

Knowing this anatomy stuff is really important for drawing characters well. This particular location is one of the most complex yet also important bits of anatomy to learn, but you should try to learn how all the bones and muscles interact so that you can properly portray them in a drawing. Anatomy books are your friend! But the easiest way to learn this stuff would be to take a figure drawing class, as they cover this stuff at the beginning of the class.

But the largest issue in this would be the muzzle. The bane of many anthro artists existence. Its really hard to draw these things just right, as they don't normally exist in real life, and they vary so greatly from one species to the next. I struggle with them too, so don't feel like youre alone in this! With this specific image, the muzzle seems to be sloped too far down, and should be angled up more. This is further thrown off by the teeth, which aren't horizontal to the line of the face. The base of the jaw is also too far down, and should be lowered a bit (I'd say about an inch in character space)

But I have to say that this definitely isn't bad. Not at all. I had a lot of points to cover, but that's only because I think you can totally do all of them. You're already doing a better job than most people would,so you've obviously got skill and talent, but these are some great ways to refine those.

I hope this helps a bit!

Updated by anonymous

Tokaido said:
Professional level of critique

My goodness dude, no one has ever even dared to go that detailed in critiquing my stuff. That's actually the most helpful critique I've ever seen. (I'm completely serious) This will help me out and thank you for putting your time into helping me fix my errors.

Updated by anonymous

TheHuskyK9 said:
My goodness dude, no one has ever even dared to go that detailed in critiquing my stuff. That's actually the most helpful critique I've ever seen. (I'm completely serious) This will help me out and thank you for putting your time into helping me fix my errors.

Heh, you're quite welcome :3 I'm glad to be able to help

Updated by anonymous

Tokaido said:
Wall of text incoming.

First and foremost, don't put too much stock into numbers on FA. They're not a good indication of quality of art. There are too many other factors that effect views/faves to be useful. I feel like e6 numbers are more reliable, but even they're skewed by things, mostly time.

So this image definitely has ups, but there are also some downs. Let's start with the good!

The first thing I notice in the image is the eyes. They're very well done, as usual. I can see that you put a lot of care into them, and it shows. Although there's always room for improvement, I really think you've got eyes down pat. The line quality is also very crisp, which is something that takes time and work to achieve, so good job there too.

Now for the criticisms! There are a lot of little things in this image that just need to be slightly adjusted. I could cover them all individually, but I think that wouldn't help as much as covering the one common denominator. Base anatomy. You have Sterno muscles and clavs on your image (the lines on the neck) which are great details to have, but they're in the wrong place, just slightly off. You need to know where the base of all these things come from, why they're there, and what they do. The clavicles (the line that looks like a bicycle handlebar above the pectorals) are floating bones that are part of the "shoulder girdle" which allow your shoulder joints to translate up and down, and a little back and forth. They meet at the top of the sternum, and go out to the shoulder. The Sterno muscles (the "V" line on the neck) connects on the top of the sternum, right between the cleft of the clavicles, and then goes all the way up to the base of the jaw, just below the ears.

Picture for reference

Knowing this anatomy stuff is really important for drawing characters well. This particular location is one of the most complex yet also important bits of anatomy to learn, but you should try to learn how all the bones and muscles interact so that you can properly portray them in a drawing. Anatomy books are your friend! But the easiest way to learn this stuff would be to take a figure drawing class, as they cover this stuff at the beginning of the class.

But the largest issue in this would be the muzzle. The bane of many anthro artists existence. Its really hard to draw these things just right, as they don't normally exist in real life, and they vary so greatly from one species to the next. I struggle with them too, so don't feel like youre alone in this! With this specific image, the muzzle seems to be sloped too far down, and should be angled up more. This is further thrown off by the teeth, which aren't horizontal to the line of the face. The base of the jaw is also too far down, and should be lowered a bit (I'd say about an inch in character space)

But I have to say that this definitely isn't bad. Not at all. I had a lot of points to cover, but that's only because I think you can totally do all of them. You're already doing a better job than most people would,so you've obviously got skill and talent, but these are some great ways to refine those.

I hope this helps a bit!

I like how this comment is proof that you can only give good critique if you know how to make art.

Updated by anonymous

Ozelot said:
I like how this comment is proof that you can only give good critique if you know how to make art.

Stop kicking a dead horse

Updated by anonymous

I'll post something soon, I think I improved a little, but still not good at it.
Meanwhile I'll try to give useful critique

Updated by anonymous

It's interesting what all Tokaido points out, with the Muzzle, which stood out to me most, being a "Lesser" problem to her, but that's an artist's eye for you.

What I notice about it is that you can see both eyes, yet not both nostrils. It's like, the muzzle suddenly veers to the right (our left), rather than sticking straight out. There shouldn't be as much presence to the nostril, yeah, but it shouldn't be gone, either.

Updated by anonymous

Genjar said:
limited_palette outside sky flying signature shiny clouds cool_colors

Happens to me all the time. Even when watching movies. I should probably cut down on tagging.

Oh my god, I thought I was the only one who did that! Sometimes when I start watching or doing something, I'll start listing tags in my head and get ready to start typing them before I forget any...and only then do I catch myself. I guess it's one of the side effects of too much tagging. Not that I'm likely to stop any time soon. Once you're hooked, you're hooked.... Or that really could just be me.

Updated by anonymous

furrypickle said:
Oh my god, I thought I was the only one who did that! Sometimes when I start watching or doing something, I'll start listing tags in my head and get ready to start typing them before I forget any...and only then do I catch myself. I guess it's one of the side effects of too much tagging. Not that I'm likely to stop any time soon. Once you're hooked, you're hooked.... Or that really could just be me.

Definitely not just you. I can't look at regular porn without having a constant stream of on_back eyes_closed straight threesome eating_shit (just kidding with that last one :P) constantly running in the back of my mind like background noise. It's somewhat reinforced due to my being in nursing school (95 days till I can take my boards!) since it requires you to learn how to remember a lot of information gathered from short interactions (for charting, planning cares etc.) so it's not a bad thing as long as I don't start mumbling them in public.

Unfortunately I rarely tag characters so naturally I'm still horrible with names. :/

Updated by anonymous

TheHuskyK9 said:
Gimme ALL the critiques!

Short critique since on phone, and 3D images are hard to critique.

I like the overall shape, its obviously a plane/spacecraft and its very easy to tell. I also love how you put it in space like that XD gives the picture a feeling of life.

Big critique: the wings look a bit flimsy, I'm not sure they'd support this thing in atmo. The landing gear looks a bit... for lack of a better word "exaggerated," like maybe the landing gear is just too big. What kind of ship is it supposed to be, what's its purpose?

Small critiques/suggestions. Needs more decals! Like, what company made it, where's the cockpit open, etc etc. Stickers showing those kinda details make things look manufactured, which is very helpful for spacecraft and junk. But I understand that texturing is a ton of work. Also, it has a lot of cockpit space, but not much room for anything else, that could be subjective though.

furrypickle said:
Oh my god, I thought I was the only one who did that! Sometimes when I start watching or doing something, I'll start listing tags in my head and get ready to start typing them before I forget any...and only then do I catch myself. I guess it's one of the side effects of too much tagging. Not that I'm likely to stop any time soon. Once you're hooked, you're hooked.... Or that really could just be me.

Reminded me of when I was addicted to skyrim. I started noticing flowers and berries and stuff whenever I went outside, and tried to hit the button to harvest them. O.o

You guys do a lot more tagging than I do :P

Updated by anonymous