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 Art Dump 
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Loose Canon
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OH I WONDER WHO HE COULD'VE COPIED THAT LAST ONE FROM.


Thu Oct 11, 2012 8:01 pm
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GRIF IS ORIGINAL CHARACTER©®™ DANIEL TABAR PLEASE DONOT STEEL


Thu Oct 11, 2012 8:06 pm
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what is that bulge on Grif's stomach meant to be
does he have two sets of genitals


Thu Oct 11, 2012 8:16 pm
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metal chao wrote:
what is that bulge on Grif's stomach meant to be
does he have two sets of genitals

If anyone did, it'd be grif.


Thu Oct 11, 2012 9:33 pm
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suppposed to be untucked shirt.
should've kept it cannon.

Also asklar, why not.


Thu Oct 11, 2012 9:36 pm
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I didn't know he had a cannon

*canon


Thu Oct 11, 2012 11:40 pm
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Post Re: Art Dump
Work in progress drawing of my friend's fursona started last night completely spontaneously.
Using the 5-tone shading and the contour grid as reference points for the eventual textured shading (which is why the shading is a bit sketchy right now)
It's a bit hard to explain what I'm planning but hopefully it turn's out interesting.
(don't worry, it's SFW)


Fri Oct 12, 2012 8:20 am
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IMO the arms seem to curvy, like spaghetti arms or something.


Fri Oct 12, 2012 10:41 am
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Neck too thin.


Fri Oct 12, 2012 12:11 pm
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Data Realms Elite
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Lizardheim wrote:
Neck too thin.
That, and the head seems too large.


Fri Oct 12, 2012 12:31 pm
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I think the problem is a lack of muscle definition, it just looks kind of formless, although you made a good effort on defining the shapes before going into painting. It could help checking on some basic anatomy and making a sketch/blockout based on that. Not that I'm real good at that either. That's the problem: it's hard to get it right, but it's really easy to see when something's wrong cause we've been around human(oid)s all our life.

Btw, dabensta, awesome drawing/painting! I have no idea what that method is you described, looks interesting though.


Fri Oct 12, 2012 1:03 pm
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Adriaan wrote:
I think the problem is a lack of muscle definition, it just looks kind of formless, although you made a good effort on defining the shapes before going into painting. It could help checking on some basic anatomy and making a sketch/blockout based on that. Not that I'm real good at that either. That's the problem: it's hard to get it right, but it's really easy to see when something's wrong cause we've been around human(oid)s all our life.


Yeah, I was planning to do muscle/bone definition prior to moving on to complex texturing.
As far as the neck/head goes, I'm doing this for somebody who I have been in continuous correspondence with, they want it that way they get it that way.
I think the arms are a matter of muscle definition, right now they have little to no indication of form to them beyond "round" from the basic shadows.

I'll take this stuff into consideration, thanks guys.

Quote:
but it's really easy to see when something's wrong cause we've been around human(oid)s all our life.

This is actually the reason a lot of artists stick to animals/fantastic creatures, it basically means nothing is a "mistake" until it is clearly completely wrong. Anytime you draw human-esque things people have mental conceptions of how it should look based on their real-life experiences.


Fri Oct 12, 2012 9:42 pm
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(Double post to refresh thread so people know I posted)

Ok guys, so I got off my ass, sat back down in my computer chair, opened SAI, and did some more work on my friends fursona.

I think it's pretty good so far, I just have two questions that hopefully any shading-accomplished artist's can answer for me.

1. Does the left(our right) ear look backwards to you?
2. If so. How. The ♥♥♥♥. Do I make it so the left(our right) ear doesn't look backwards anymore?


Sun Oct 14, 2012 5:54 am
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Yes, define the grooves of the ear more. Make some light edges where the light hits more and blend it into the darkness of the ear.


Sun Oct 14, 2012 5:58 am
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Miggles wrote:
Yes, define the grooves of the ear more. Make some light edges where the light hits more and blend it into the darkness of the ear.


So possibly some more highlights on both sides and a smoother blend to emphasize the fact that it curves in and away from the viewer?


Sun Oct 14, 2012 6:04 am
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