I started this with the intent of rendering it to an extreme degree but I still fell kinda short. I get bored of paintings too easily. Help.
https://www.youtube.com/watch?v=I2mK-Ql9r1Y
https://www.youtube.com/watch?v=I2mK-Ql9r1Y
Category Artwork (Digital) / Fantasy
Species Vulpine (Other)
Size 1072 x 1280px
File Size 201.4 kB
Kamuiiiii!
I've spent some time idolizing guys like Jaime Jones that don't even render because they put marks in just the right places. Lately though I've realized this can lead to lazy habits and expecting too much too quickly. I'm glad to hear you think it worked for this image. Thanks dude and keep inspiring me plz :D
I've spent some time idolizing guys like Jaime Jones that don't even render because they put marks in just the right places. Lately though I've realized this can lead to lazy habits and expecting too much too quickly. I'm glad to hear you think it worked for this image. Thanks dude and keep inspiring me plz :D
Yeaaah, Jaime Jones is a beast. Or like Olly Lawson. The list goes on.
I agree that the minimal rendering is super seductive, but I also agree that trying to jump to that before learning how to properly render is almost always going to lead to trouble. It's just not realistic to go from zero rendering to perfect minimal rendering -- you go from zero rendering to understanding how to render, then to understanding what to render when.
Keeping up practice like this seems like a great way to practice that, though. Give you a feel for which details help and which add nothing, or even hinder.
I agree that the minimal rendering is super seductive, but I also agree that trying to jump to that before learning how to properly render is almost always going to lead to trouble. It's just not realistic to go from zero rendering to perfect minimal rendering -- you go from zero rendering to understanding how to render, then to understanding what to render when.
Keeping up practice like this seems like a great way to practice that, though. Give you a feel for which details help and which add nothing, or even hinder.
Surprised you would mention Olly. He's awesome. I used to hang out with him when he livestreamed years back. Used to post on /ic/ a lot. Shame he stopped being active online.
I'm planning on working in that direction, careful and thorough form rendering. Been inspired by Veramundis's approach. I like to think i'm at least good at making interesting shapes as a result of my render-averse habits.
Its tough though because i'm simultaneously coming to terms with how important stylization and character design are and i'm shit at that too. It's really tricky but I'd like to toe the line between realistic lighting and the super expressive cartoony stuff.
Also Weekly best avatar ever.
I'm planning on working in that direction, careful and thorough form rendering. Been inspired by Veramundis's approach. I like to think i'm at least good at making interesting shapes as a result of my render-averse habits.
Its tough though because i'm simultaneously coming to terms with how important stylization and character design are and i'm shit at that too. It's really tricky but I'd like to toe the line between realistic lighting and the super expressive cartoony stuff.
Also Weekly best avatar ever.
Olly's been putting stuff up here and there over on tumblr lately. Not very frequently, but I'm certainly in no position to throw stones on that count 9u9
Vera's stuff is stunning, definitely. Some of the best rendering around these parts (and he's quick with it!).
I think if anything my issue is the opposite of yours -- I tend to over-render every inch of a piece. It's a confidence thing, in part ("oh no, if I don't render that detail until it's clear and representational, it won't look right!"), and a lack of understanding/focus on visual hierarchy as well, so that's been some of what I've been trying to train up lately.
And it's just so easy to get dragged into a thoughtless default pattern of "well, I just rendered in the right hand, so next I should do the left," when there should be a step in between there that asks if the left hand is as important to the composition as the right was, and then let the answer to that determine how much (if any) rendering is really necessary. Trying not to slip into that autopilot mode is tough (especially during a stage as mechanically-intensive as rendering), but I think it really affects the final quality a lot.
I think that stylization is something that organically emerges from the sorts of refinement processes we're talking about. When drawing forms, just like with rendering, you start with a crude knowledge of the shapes and refine that to a more accurate one, then as that comes you hone your (personal, subjective) sense of what needs to be there and what can/should be elided out, and that combination of statement and simplification winds up shaping your style. I feel like worrying about trying to set a style and reverse-engineering a process from there can be backwards, or at the very least a little artificial. Character design is it's own beast, certainly. Something else to practice and explore <3
And yes, Weekly is pretty much the best <3 I sometimes feel like I should use an avatar I painted myself, but then I'll look at him and he's like, "Eyyyyy," and I leave him right where he is.
Vera's stuff is stunning, definitely. Some of the best rendering around these parts (and he's quick with it!).
I think if anything my issue is the opposite of yours -- I tend to over-render every inch of a piece. It's a confidence thing, in part ("oh no, if I don't render that detail until it's clear and representational, it won't look right!"), and a lack of understanding/focus on visual hierarchy as well, so that's been some of what I've been trying to train up lately.
And it's just so easy to get dragged into a thoughtless default pattern of "well, I just rendered in the right hand, so next I should do the left," when there should be a step in between there that asks if the left hand is as important to the composition as the right was, and then let the answer to that determine how much (if any) rendering is really necessary. Trying not to slip into that autopilot mode is tough (especially during a stage as mechanically-intensive as rendering), but I think it really affects the final quality a lot.
I think that stylization is something that organically emerges from the sorts of refinement processes we're talking about. When drawing forms, just like with rendering, you start with a crude knowledge of the shapes and refine that to a more accurate one, then as that comes you hone your (personal, subjective) sense of what needs to be there and what can/should be elided out, and that combination of statement and simplification winds up shaping your style. I feel like worrying about trying to set a style and reverse-engineering a process from there can be backwards, or at the very least a little artificial. Character design is it's own beast, certainly. Something else to practice and explore <3
And yes, Weekly is pretty much the best <3 I sometimes feel like I should use an avatar I painted myself, but then I'll look at him and he's like, "Eyyyyy," and I leave him right where he is.
I'm no authority but it seems to me that the best way to learn about visual hierarchy is to study the work of masters. I think i've gotten a huge amount of mileage from every Velasquez or Zorn copy i've done. Its something that has to be digested by doing your own work as well of course and that's where I've fucked up in the past. These are things you're probably aware of though, you're far more experienced than I.
And I think stylization wasn't the best word to use. I just refer to realism vs. cartoony stuff. They seem to require totally different thought processes. I have trouble not drawing in a literal way and its frustrating because you're just asking to end up with some uncanny thing when doing realistic anthros.
And I think stylization wasn't the best word to use. I just refer to realism vs. cartoony stuff. They seem to require totally different thought processes. I have trouble not drawing in a literal way and its frustrating because you're just asking to end up with some uncanny thing when doing realistic anthros.
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