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/ic/ - Artwork/Critique


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File: 83 KB, 690x388, Arms-research-05.xnbak_.jpg [View same] [iqdb] [saucenao] [google]
4464313 No.4464313 [Reply] [Original]

values is such a hard thing to teach and to learn. there are a lot of concept artists who have such amazing skill when it comes to dictating what values belong where and its more than just imitating life. work like this looks more interesting than real life, more real, but how do they do it? i've contacted so many artists who are masters at value but none of them can explain it, they just do it.

does anybody have sources on values? it is undoubtedly the most challenging concept to find any worthwhile information on.

>> No.4464319

>>4464313
those proportions suck though

https://www.youtube.com/watch?v=xcCJ2CU-bFw

>> No.4464321

>>4464319
its concept art for dishonored

>> No.4464323

>>4464321
the hands remind me of jak and daxter first game
gigantic hands

>> No.4464359

>>4464313
You learn good values by working from Life but if your edges are garbage then your rendering will never look good.

>> No.4464789

>>4464313
Have you read the two book by Harold Speed?
If not why not? They are vital sources for learn drawing and painting, all you need is in there.
You need to learn that real life has a set of values dictated by the light, ie the sun, or the light in a room. You can use that as close as possible or juggle it to showcase your work. But to do that you have to master how to use values, which you can do by working from life, and reading those books and learning more.
Do you know what the bedbug line is?

>> No.4464909
File: 302 KB, 1800x1841, piotr-jablonski-debtor-s-end-s.jpg [View same] [iqdb] [saucenao] [google]
4464909

>>4464319
You are a retard, artist in OP can run circles around you and the proportions are that way because the game was stylized that way

>> No.4464995

Lowkey, highkey.

Fucking done.

>> No.4464997

>>4464995
post work

>> No.4465086

>>4464319
>those proportions suck though
/ic/ in a nutshell
fucking brainlets

>> No.4465120

>>4464319
>brainlet retard

>> No.4465200

>>4464909
>>4465086
>>4465120

En jee em eye

>> No.4465205

>>4465200
Already made it.

>> No.4465318
File: 81 KB, 667x742, its just my style.jpg [View same] [iqdb] [saucenao] [google]
4465318

>>4464909

>> No.4465321
File: 298 KB, 1500x1102, piotr-jablonski-401803-s.jpg [View same] [iqdb] [saucenao] [google]
4465321

>>4465318
delusional ngmi

>> No.4465323

>>4465321
criticism of one piece isn't criticism of the artist, numbnuts

>> No.4465356
File: 667 KB, 2634x1500, hasan-bajramovic-dmitri-render-sheet2.jpg [View same] [iqdb] [saucenao] [google]
4465356

>>4465323
Criticism of the artist makes no sense in this case, this is the game it was made for.
Pete and Kolesov did a great job with their concept art because it was exactly what the direction demanded, characters with extremely exaggerated proportions and strong varying values.

>> No.4465361

>>4465318
The hands are proportioned that way to give the feel of rough labor battered hands. Same with the cockney super broken faces. Saying "proportions are off" on this art is unbelievably moronic.

>Uuhhhh look at Popeye, totally wrong propotions on the arms brah.

>> No.4465394

>>4465356
this is true, you're right

>>4465361
popeye works because he's generally stylised all over; this feels/felt like sticking an anime head on an otherwise more realistic figure

>> No.4466693

>>4465318
theres a difference between someone on devientart saying "it's my style" and someone who is employed to work on a multimillion dollar video game

>> No.4466700

Values are one of those things nobody seems to have any meaningful insight on.