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SuperBastard

24 Art Reviews w/ Response

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seconding template nomination: conspicuously missing. Nice work on the others though.

ScepterDPinoy responds:

*updates coming soon*

Your textures are so great. I'm in awe you painted them all by hand so fast.

Ydoj responds:

Muscle memory from constant repetitive motion ;)

When you can't get a date because your heart belongs to your best friend...

ChazDude responds:

Curse you, best friend!

Nice choice with the subtle papery textures; they really help the material read better.

Also digging the out-of-frame effect you've got with the smaller background. Not sure I like the glow around the edges but I couldn't tell you why, and I'm having trouble imagining what it'd be like without.

The fire's brightness on the left side of the image helps give the eye a place to start, and the golem's pose helps to keep that flow going. The whole right side of the image gets left out though, because the golem's right arm (stage-left) leads the eye right back up to the starting point. Maybe the composition would flow a little better if you moved the whole golem a little farther towards the right side of the image, to make use of that extra space.

Template88 responds:

THE TREE THO

The bum on the right really opened up his heart to that girl, huh?

ChazDude responds:

#hahaverypunny

Wicked cool. Definitely catches the eye.

Totty responds:

thanks...I wish I hadn't started this on the down-slope of the day, my eyes were giving out and got kinda lazy, I might fix and reup at some point.

You seem to have a solid grasp of facial anatomy and lighting. The color choices are bold; the neons in this piece remind me of '80s-styled work. Some of your other pieces have too much saturation for my taste but I think this one has a better balance of neon to normal. I appreciate that you put enough thought into this one to develop a write up for it, but I'm gonna let this crit be solely about the visuals.

The one thing in this illustration that I don't like much is the edge of the beard. The lighter skin tone at the edge gives me the impression that the skin is overlapping the hair, which just looks weird.

2mgdaniel responds:

thank you very much for taking the time to view my work . You are right , my job often takes very lit neons, and this is one where I have been more careful in keeping the sidelines. I think, like you, with repect to the beard , was a matter of trying, bring it out . I appreciate the criticism, for me, are the best way to evolve

This is a terrible drawing of a snake.

Ydoj responds:

I know, I just can't get the scales right :/

Where are the principles of animation here? Squash and stretch? Anticipation? Ease in/out? Arcs? Exaggeration?

You need stronger key poses. I've found that the best way to work on something like this is to really get your keys nailed down before you begin the process of connecting them.

I think the biggest contributor to the "mechanical feeling" LoadCartoons mentioned is the fact that Lara's torso stays so static throughout. When she reaches back with the pick, we should see more of her back because her shoulder moves farther away from the rock in preparation for a bigger hit.

She's got a bit of a Barbie doll face going on. She never even blinks. You'd think she'd at least grit her teeth when she swings the pick at the rock, or closer her eyes against the ensuing shower of dust and chipped pebbles.

Her left hand doesn't make a very convincing grab. she's just sort of putting it on a flat surface, not even bending her fingers. It looks like she should just fall right off the wall as soon as she lifts the pick. There's also a really weird frame when she's moving that hand upward -- her forearm seems to disappear. I imagine you felt that frame was necessary because of the lack of space between her torso and the wall, but a better solution would have been (again) to rotate the torso so her shoulder moves away. Not only would you then have more space to draw the arm, but the movement would feel more deliberate and would read better.

You need more frames for all this action to be clearly described.

WaldFlieger responds:

Your points are well made (except I was definitely using the principles described...that was sort of the point). But I was pushing outside of my comfort zone with this one, trying to go for a more naturalistic approach and relying a little too heavily on the in-game animation from the latest Tomb Raider for reference. The "mechanical feeling" is probably just a response to my attempt not to exaggerate as much as I would usually do in my cartoony work. But thanks for taking the time to write a thorough response.

Wow, that's some wicked improvement! Nice job, you've come a long way in 4 years.

I like this current design and I think the variation in the scales is working really well for it. The only real crit I can offer is that it doesn't seem to fit with the background. I'd say you need bluer shadows to get a more unified look going. Also, some parts like the bottom of the base of the tail seem to have too much light on them. Highlights there would be better in an environment where there's a lot of reflected light coming from below, but under water the light would dissipate well before it had the chance to bounce back up!

If you keep improving like you have since 2011 there's no doubt in my mind that the next time you draw this dragon it's going to look absolutely stunning.

Tektyx responds:

Thanks! I thought gap in time was greater, but nope; it's only been 4 years since the first time I drew it.. I thought I was a big shot then, but I'mma have to disagree with myself.

I appreciate the critique. I should have taken that extra time to blend the dragon better with the background, but oh well. I'll save it for next time. ^^

Hi I draw things, and sometimes I draw lots of things that look like they're moving when you look at them one after another really fast. Also music!

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