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Drawing thread Anonymous Comrade 02/05/2020 (Wed) 01:05:52 No. 5948
Post about drawing and painting and related
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>>6457 Took about 2 hours but I finished it
>>6468 Good job. Looks good. I'd just raise the brightness of the pic-scans.
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>>6471 Fixed it,if anyone ever wants me to make something specific I'm open for that
>>6473 Fucking awesome, very good job. Get access to a scanner asap! You might be able to get a cheap second hand one. Almost all new printers come with scanners and people cycle a lot through printers for some reason.
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Posadist gang
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Made a poem with this one
>>6511 "their many kinds of parasites,creatures who go round,till they find you and suck you out you see the small pest,you dont feel your best that bloodsucker is not very nice,but the doctor might help.....for a price you feel your veins and wallet getting light,you go to your boss,giving you a raise he might he wants you to work more,you feel the parasite sucking to your core you make the company a dollar,they give you a dime,sadly your all out of time your dying as you realize this wasn't the first time you and a parasite met,the entire time.... IT WAS YOUR BOSS ABOVE YOUR HEAD remember kids,the true monsters are not the ones that look like it,their the people spending all their wealth to look like saint while people around him die
>>6512 its based on this song i heard today,its a good song https://www.youtube.com/watch?v=UM6wrV0VLL4
>>6511 this is the first time i did one of these 'poem drawings',should i do more?
>>6514 Yes
>>6515 did you like it?
>>6516 Yeah :)
>>6518 thanks anon
Okay, I've just ordered an art tablet for my PC. How does I scribble dongs?
I wanna get into drawing lewd things. Besides basic shapes and anatomy, where do I start in terms of drawing and what should I look for in terms of reference?
>>6543 one piece of general advice i can give you is that even if you want to draw hentai or something its always better to first know how real humans look like,you know,know the rules before you break them,but you probably already know that so sorry if i cant really help you,i never actually drew lewds
>>6543 Draw from life as much as possible. It forces you to use more of your brain figuring out how to represent shapes, and it gives you an actual 3D reference where you can see the detail and complexity of the shapes. You may be able to find an opportunity to do figure drawing near you.
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>>6543 The gestures you find in lewds are often not found anywhere else. If you want the really premium ref, you might end up drawing from PornHub or something.
>>6553 >>6554 Should have probably been clearer on what I was looking for and what my existing skillset is. All of this is already general knowledge to me since I'm a graphics art student and shape/pose drawing and drawing from real life examples are like some of the first things we learned in class, I was looking info specifically related to drawing porn, how to actually make what I draw appeasing to the viewer's eye and avoid common mistakes that people make when trying to make lewd material etc. Just as an example, I recently found pic related on a subreddit about common anatomy mistakes and it helped enlighten me about how ridiculous a certain hentai trope relating to a woman's cervix actually is and how you should try to avoid it if you don't want to make any viewers with a grasp of how the female body works cringe. >>6560 This seems like good advice, so I'll look into this. Thanks for the suggestion fam.
>>6575 >if you don't want to make any viewers with a grasp of how the female body works cringe. The people drawing cervical penetration know that's not how it works, the same way that people drawing over the top inflation porn know that's not how it works. It's a goofy trope for fetish purposes. The problem is people not realizing that's what it is and thinking it's normal to "hit the back walls."
>>6575 >I'm a graphics art student You already know way more then me then,so I'll just shut up >drawing from real life examples Like nude models?if yes,I heard this is always disappointing to actually experience because they take people of all shapes and sizes,is this true and to what extend?do they at least have some attractive women to work with?
>>6575 The thing you posted is shit and applies real world logic to fantasy. Drop it, it's nonsense; do whatever wacky bullshit your heart desires. Instructional images/serials like that are almost always reductive and needlessly constraining. Read the lit or do a master study instead. First off, two things: There is no easy answer or method for what you are asking. There is no "do this to make something beautiful". You will have to figure that shit out as you go. This extends to my recommendations, or any reading on art. They contain techniques and methods, that are useful to achieve a result, but are not law. Two, there is no "advanced" mechanical art theory. The baseline is the theory. However, that baseline is very, very broad and encompasses everything from anatomy, to colour theory, to material studies, and so on. What you have been introduced to is the extend of the playing field. Now you have to master it. The only hard rule I can give you for smut is anatomy. Tons of it, even (especially) if you end up simplifying it. That is, you need a VISUAL memory of contours, which is given by bones, muscles, etc. The shit you have been thought. Other than that a general knowledge of human anatomy (where organs are at, like you posted) is useful but not required. Cheating is always better if it is more efficient or more appealing. Check out Michael Hamptons Figure Drawing - Design and Invention, and I can recommend Stephen Rogers Pecks Atlas of Human Anatomy for the Artist as a general reference. It's possible the former doesn't work for you, so note down Gottfried Bammes' The Artist's Guide to Human Anatomy and Michael D. Mattesi Force - Dynamic Life Drawing for Animators. I'd caution against Burne Hogarths writing on anatomy, though they're an interesting read if not very useful practically. Also teach yourself animation if you haven't yet, as the understanding of motion it will give is invaluable. Fucking necessarily involves motion, and knowing how to make that look appealing is tantamount. Take a look at Preston Blairs Cartoon Animation and Richard Williams The Animator's Survival Kit. Don Bluths The Art of Storyboard and Marcos Mateau-Mestres Framed Ink are more tangential, but still recommended, particularly if you end up making panels (which you will). None of these will teach you how to make something beautiful. That is all you. Therefore draw, paint, and above all steal from works that appeal to you. Only you can add beauty to a work.
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>>6580 >Like nude models?if yes,I heard this is always disappointing to actually experience because they take people of all shapes and sizes,is this true and to what extend?do they at least have some attractive women to work with? No nude models. Its more like at the start of the lesson (and this was during the first character design course, we're on our second one now) the teacher will do several poses and we have anywhere from thirty seconds to a full fifteen minutes to try and draw a sketch the best we can with a pencil and a paper notebook. Its supposed to be for training your eye to focus on getting the most important details right first when drawing a body. There was only like one time we had an actual model come visit and she didn't do any kind of nude poses. I'm not in like a dedicated art school or anything, its a university of applied sciences with my specific degree being one heavily focused on game graphics and how to make them. So, most of the reference we get is from the internet and by going outside to scribble stuff in a sketchbook and taking photos. Hopefully this sated your curiosity. >>6581 Thank you based effortposter.
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>No nude models. Its more like at the start of the lesson (and this was during the first character design course, we're on our second one now) the teacher will do several poses and we have anywhere from thirty seconds to a full fifteen minutes to try and draw a sketch the best we can with a pencil and a paper notebook. Its supposed to be for training your eye to focus on getting the most important details right first when drawing a body. There was only like one time we had an actual model come visit and she didn't do any kind of nude poses. Also, what part of graphics are you under? Internal, asset handling, whatever wacky auxiliary shit they teach nowadays?
>>6581 >Instructional images/serials like that are almost always reductive and needlessly constraining. I have always felt this but could not put it in words. Main thing I would add is to be careful with the mannequin-style infographics (you know the sort). >Michael Hamptons Figure Drawing - Design and Invention I agree with this recommendation. I studied from it for a few months while I was starting out. The simplifications did not click for me but were a good starting point. My anatomy ref was and still is Bammes' Complete Guide to Anatomy for Artists & Illustrators (the thick chungus one). I've been meaning to check out Hogarth if only for the more zen/esoteric shit (gestural 'rhythms' and so on). Problem is that I couldn't find a full PDF of his stuff last time I checked.
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>>6584 >Also, what part of graphics are you under? Not sure what you mean by this, but the courses I've participated in so far have been: >2D Background Design >2D Character Design >Introduction to 3D Modelling >Vector Graphics >Project Studies 1 (in which I made tilemaps for a isometric 2D hack-n-slash game) >Project Studies 2 (in which I also made tilemaps for a 2D game but this time it was an Angry Birds clone with vikings instead of birds) >3D Modelling and Texturing 1 >English Language Course >A week-long intensive 2D animation course >WWW & The Internet (basically make your own webpage the course, it was a really badly executed and useless course imo with the guy running it doing fuck all in terms of actual teaching) With my current courses being: >Another English Course >Portfolio Practice >3D Character Modelling >3D Animation >Game Testing >3D Modelling and Texturing 2 >Project Studies 3 (in which I make 3D assets and animations for said assets, pics related. Me and one other guy are wholly responsible for all the 3D assets in the project with him making character models while I make environmental assets and weapon models, the other two artists in the project group make the 2D assets such as UI and textures with the remaining four members all being coders, including the producer. The end product is supposed to be an FPS where you defend your homestead from invading gnomes and other mythical creatures.) I've learned to use 3DS Max, Adobe Illustrator & Photoshop, Blender(self-taught) in terms of tools during this time. Hopefully this answered your question.
>>6587 Gonna caution against following Bammes as strictly as you have, assuming you're the thicc poster. The looser you can draw, the better of an artist you are. Took me years and years to realize that. >>6588 Ah, you're doing asset production? You mentioned you were studying at a technical institute, so I figured you were studying graphics code (can't have enough of those). If you want into the smut business, beyond just drawing whatever your heart desires, get serious about modelling. It's a billion times easier to make 3D scenes than hand drawning 2D ones, and with a little bit of programming knowledge you can fill niches like the lewd life sim hole. We should exchange info at some point. Busy for the foreseeable future, though.
>>6589 Flubbed: 3D production is faster, not easier.
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>>6589 >assuming you're the thicc poster Spot on! I've only started doing quick sketches a few months ago, which is admittedly really fucking dumb of me. I was never able to get the balance/dynamics right when working slowly, so as a crutch I'd do lots of cowboy shots and so on. I only got bored of it after like a year, so it's indeed possible to spend ages and ages in that kind of analytic rut.
>>6560 >no neck >no posterior median furrow (vertical line/groove on back), fat people still have it even if it's more subtle >foreshortening/depth is off, try correcting elbows with the coil technique >shading delineation makes little sense >way too many strands and too much shading on hair for a sketch phase, have fun never being able to accurately transfer it to lineart and colouring phases and whining later on about how your lineart doesn't look as good as your sketches
>>6595 Don't post when you have no understanding or experience of visual art, thank you.
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>>6589 One of the things I actually like drawing and modelling the most is guns and when specialization was mentioned during one of the lessons I was thinking of specializing in weapons (not that you can't make sexy art with weapons, girls and guns go together as well as bacon and jam) Pic related is the second planned weapon for the player to carry in the game. Its still pretty heavily a work in progress since I haven't actually finished making the receiver or bolt yet and everything else still requires polishing (the stock is still very blocky, the sight has not been completely modeled yet etc.) and optimization. Our polycount limit is about 800 max per object and I've gone past that by about a 1000. It of course could be argued that since the player will be looking at their weapon quite a lot it should look nice but its gonna put a dent on performance on shittier PCs especially since I don't know if we'll even have any adjustable graphics settings in the release version. One easy place to optimize rn would be to not model the barrel separately and instead just make it an extrusion on both ends of the stock.
>>6597 >One of the things I actually like drawing and modelling the most is guns and when specialization was mentioned during one of the lessons I was thinking of specializing in weapons Cool beans! I don't know if this is still the case, but animators were hotly sought after ~4 years ago. Loosely related: check out the Doom community if you haven't yet, particularly the zdoom forums and Realm667. They love that shit and the community at large is shockingly friendly. You can also dip your toe in video game programming through zscript, if you so desire.
>>6596 you first
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Reposting my first attempt at Jucika artwork from /GET/'s /leftytrash/ thread.
>>6625 Dont combine hard thick outline work with unsharp shading lines, also reduce the thickness of your linework a bit.
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>>6626 >Dont combine hard thick outline work with unsharp shading lines So should I choose either or then? I kinda went with both because I wanted some things to be more pronounced than others but I guess that didn't really work out in the end. >also reduce the thickness of your linework a bit Would it be fine if it was half the current thickness? I'm working with a 8px brush most of the time when doing the linework.
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>>6627 You don't have to blur any lines like you do in your work. Lines as an artistic technique are meant to abstract and simplify the point at which one form cuts out of another, no outline really exists in reality, it's prevalence it only due to it being a very base representation of how the mind processes visual information. Unless you're doing it deliberately for effect such as implying depth of field or the speed of an object, it's unnecessary and makes you work look unnecessarily messy. Also, I would personally recommend reducing the width of your lines if you want to go for a anime look. The exact numbers don't matter, just try to match whatever you want your work to look like and work from there. Last point; The most important thing I can recommend you do to improve your art now is to build experience with using the different parts of your arm. In short, use your fingertips for tiny lines, your wrists for medium-scale lines and your whole arm for large, canvas-sized lines. I don't have any further resources on hand, but you can probably find more stuff on this through searching for it online. Just try to do some straight lines on a blank piece of paper or canvas using said parts of your arm for each respective length. That is what gives you 'clean' lines along with being able to construct your form in three-dimensions in your own head. Good luck, stranger.
>>6626 You can combine hard and soft lines fine. It's not an obstacle. The problem with pic related is misapplying them. Soft is transitions, where as hard is for edges. And even that isn't a hard rule and can be stretched to get inventive results. >>6628 >Lines as an artistic technique are meant to abstract and simplify the point at which one form cuts out of another, no outline really exists in reality, This wording comes from James Gurney if I remember correctly, who's otherwise very much worth engaging with, but here is talking nonsense. Not because the statement is technically wrong (indeed, contours exist only in perception), but because it is irrelevant to the creative process. Edges are a vital component to visual narration, and appear all over the place. Richard Schmid in Alla Prima gives more useful insight in lines, edges, and shapes. Not to mention this assumes physical realism as desirable, which is controversial to say the least. >Also, I would personally recommend reducing the width of your lines if you want to go for a anime look. Moé, like any cartoon, is flexible. Line thickness is neither here nor there, as your own included image proves. It's an aesthetic judgement, best made by the artist individually. >In short, use your fingertips for tiny lines, your wrists for medium-scale lines and your whole arm for large, canvas-sized lines. I don't have any further resources on hand, but you can probably find more stuff on this through searching for it online. Using your entire arm is common advice for beginning students, so they learn to maximize the physical canvas and overcome meekness but I've never heard of this gradation though and on the face of it am hostile to it. Where did you get this? It doesn't really matter here, though as in digital you only need your wrist and at most your upper arm. Clean lines don't exist. Only straight and curved.
>>6633 Lines litterally do not exist in real life. There is no line in the edge of a form, real life isn't like borderlands. There is only places where a form ends in space revealing another one behind it. Nowhere is there lines on edges of forms. Lines are an abstraction created in our minds to represent objects.
>>6647 >Lines litterally do not exist in real life This isn't in contention and I affirmed it: <contours exist only in perception It is, however, not relevant for the creative process. Physical realism doesn't result in figurative results, mimetic or otherwise. Your statement here: >Lines are an abstraction created in our minds to represent objects. Is also confused. Contours stem from perception, and they're not abstractions. They also don't represent objects, it doesn't mirror the thing, but are a result of light transitions. What you in painting would abstract to shapes (which can have lines). >Nowhere is there lines on edges of forms. With regards to the creative process this statement is absurd: contours are everywhere. Observe. And this isn't even pointing towards monochromatic or cartoon works, where lines in all forms are ubiquitous. The placement of lines is a creative decision, not a law.
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>>6650 And this one.
>>6255 This. The same goes with making music.
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>>6512 I made a new thing, thoughts?
>>6974 >what is says: BURN THE RICH Their once was a man, Called Nestor he would claim, Didn't have a roof or penny to his name Forced to eat rats, To get a job he was to poor, Had to compete with cats, Under a foreign floor 3 years ago he became this way, When exactly is hard to say, Somewhere between April and May He and his wife had to flee when they heard the landlords call, But each other then they lost, then Nestor found the landlords house by fall, now he could live free of cost if he also stole from the mall so under the rich mans house he hides,endures the hatred and rat bites but then he saw trough a hole trough the floor his wife dressed as a whore, as she sold her body to the landlords will Nestor snapped, he was ready to kill the horny pig saw a fire and felt pain in his back, Nestor will burn everything red till its ash black, he came from the floor so the pig would not breath anymore thoughts trough his mind as a madman trough a maze, the blood was as red as his face, and as he realizes the poor's might he perishes in the flames light
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fist tiem posting ples be kind
What's the SICP of drawing?
>>7247 the first one has anorexia and the second a brick for a head
>>7386 Drawing on the Right Side of the Brain
>>7390 i am utterly shell shocked right now how could you say these things

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