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Gift Art - Azure

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And with that the first gift art piece is done. I did enjoy giving her a bit of a spin on the design and hope to draw Azure again in the future, perhaps in a look that better resembles the design WALKINGDEADMANN gave her. Likewise the colour palette was taken from various pictures he's done of Azure as I want to make each element stand out a little more. I do wonder if the stage left hand blends a little with the loin cloth/skirt though.

I'll admit, I was struggling with this piece, feeling the pose was a little bland or not coming together quite the way I wanted. While I do feel it may not be perfect, I do feel the final version came out well, especially when compared to the earlier versions (see below).

Granted I am a little unsure about the stage right arm. While I did like how it turned out in the first version, in retrospect it could have been a bit livelier. Likewise I feel the sword is a little too short. This was something I noticed in the first version and planned to fix but when I chose to take the pose in a different direction, it did slip my mind to lengthen it.

This is also the first time I've coloured and shaded a piece with Clip Studio Paint. I've been wanting to move away from Photoshop for a while and Nocturnaliss recommended it to me. I didn't do anything too adventurous, not helping by how I feel I stalled and stagnated on the piece a little, passing my self imposed deadline. I had also wanted to give the piece a screen tone background after seeing a good tutorial for one, albeit using Photoshop. My attempts to find one came up fruitless so I went with a faded gradient instead, using colours I didn't use on the piece to add a bit of a contrast and ensure nothing clashes. I will likely look into more options as I get better acquainted with the program, and if anyone who uses the program is reading this, please feel free throw some my way. Please note this is not intended as a "sun set" background, but it may look that way due to me choosing colours that weren't in the piece.

With regards to criticism in general, I went with more of a simpler pose because I wanted to try and improve my skills with that, anatomy and proportions. To those who wish to critique the piece, I ask you focus more on that side of the piece and, if possible, tell me if you feel I am improving in those areas, perhaps when compared to the last few I've drawn.
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© 2017 - 2024 pawcanada
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Peace-In-Violence's avatar
Hey there, I thought I might try and rustle up a critique for you courtesy of 
  • :iconprojectcomment: - :iconprojectcomment:
So look at the other people who've critiqued you( only a very quick once over) the seem to have pointed out all the areas that need work so I won't continue haranguing you on that subject, instead I thought I might give you some concrete measurements that might help with your attempt to work on proportions. If those tutorials my fellows provided already delved into this subject then go ahead and ignore more of this comment. Some thing I do want you to know is that you have improved a lot ( I don't know if you remember but I critiqued you awhile ago) and that you're well on your way to stepping away from wooden postures. Now to help you take that final step, here's some quick advice. Something that makes a posture look wooden is when you rely on 90 degree for all your gestures , take for instance those first three pictures on the bottom of the description.  For the most part your elbows and knees look like the corners of squares; these harsh transitions block the flow/sense of movement ( think water running down hill and crashing against a wall, there's a small explosion and the water stops moving( terrible analogy I know but what can i do :shrug: )) .The drawing above is a strong improvement because you've avoided using those harsh turns around the elbows and knees (you may see a bunch of people using theses supposedly harsh turn without turning their pictures wooden, but that's because they know a great deal more about anatomy and gesture than you do; don't worry this knowledge will come in time). Alright now for that quick advice I mentioned half-a-page-ago ( don't worry I'll be getting to proportions in a minute). My advice concerns how you drew the torso, you used two horizontal and two vertical lines. What I';d like you to consider is tilting the line of her hips and the line of her shoulders a little. Because her right leg is bent, this means that most of her weight is sitting on that leg and thus her muscles and bones are pushing off the ground and actually pushing her right hip up higher than her left ( more because her left his is unsupported -or supported less- and thus dropping toward the ground). I'd probably lift her left shoulder just so that there's an air of contrast, but you can really lift either shoulder because the simple act of unbalancing her give the character life.      

Alright now for those proportions I promised. A person's shoulders are twice as wide as their head. Women are about seven and a half heads tall (this is a bit of a useless measurement but I'll toss it out anyway) while men are eight tall. The length of a person's neck is that same distance as from the top of their head to the bottom of their nose. You can use that same distance to measure from the neck hollow to the chest cavity( that place where the rib cage splits to either side of the torso). From that point down to the end of the crotch is two head lengths and the end of the crotch is also the half-way point of the body, meaning  the from the top of the head to this point is that same as from this point to the ground aka the rough length of the legs. The knees are a little tough to place so just put them halfway down the legs. Okay now for the arm. You see that inward curve of the torso? Well that is a good place for you to put the elbow's lengthwise. As for the forearm, when let dangle the longest finger shoulder read about one third to one fourth of the way down the thigh.
 Whelp that's all I have for you, I hope it helps.
 Fare thee well.