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No. 2419
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>>2399
A bit catty, but this is closer to constructive criticism; if I didn't want concrit, would I be posting here? I've gotten a lot of useful criticism in the past, and it's helped me to improve my art. I use model reference extensively when drawing the characters' faces, just as I use anatomy reference, (and even anatomy books!) but it's not always possible to just copy a pose from a photo, and like everyone, I make mistakes. I drew the OP picture back at the start of June, so I don't think I'll go back and touch it up now, though. Personally, I always liked the exagerrated faces, though I probably could have done a better job on the Heavy's arm and knees. Gauging torso length is something I do have trouble with, and I appreciate the feedback from the people who brought it up without the arrogant snippy crap.
>>2400
Now, that's more like it! Was that so hard? You stated a technical problem you saw with my artwork in a way that actually explained the issue, rather than just coming across as rude bullshit. You could have done that when you first started posting in my thread, but this is a learning process. Despite your childishness, you did inspire me to go back and touch my most recent picture up a bit, and I feel a lot more satisfied with the way it looks, now.
>>2401
Perry, you are always helpful, honest, and you don't ruin anything you have to say by being obnoxious. Foreshortening is the bane of my existance, and despite repeatedly trying to gauge and regauge the foreshortening on the Medic in my latest, the results were somewhat off. In the past, I would have put it in /workshop/ first, but I'd found that the only people offering critique of my stuff seemed to only do it on this board, so I stopped trying.
>>2402
I appreciate getting honest criticism and feedback, especially on that nebulous thing called 'style'. I've done a lot of searching in recent months, trying to find good anatomy reference resources and ways to get a better handle on muscle proportions; I downloaded the Loomis figure drawing book you linked, and will have to take a look at the others. I've struggled to get better at drawing joints, but as I've started to understand the mechanics behind the human figure, I have started to feel more confidence in how I am rendering knees, ankles, wrists and forearms. I'm not perfect, but I draw because I want to get better. Linework is another thing that I'm wrestling with, and I've been trying to find different ways to render things without the heavy lines. I see artists drawing with very heavy line weights, and others who use very light line weights, and neither look entirely satisfactory when I try them myself; I hate spending hours picking away at a drawing that's basically finished because something about it doesn't look 'right' to me, and the best way I've found to identify mistakes is by having a person who hasn't been staring at it all day take a look and tell me what's wrong. I'll have to remember the 'flip the canvas' trick to help me in identifying mistakes earlier.
>>2412
I appreciate your feedback, but I'll confess that words like 'screwy' don't really give me a solid idea of what you're trying to point out. I ended up adjusting the Demoman's arms and shortening his legs a bit, and repositioning the Sniper's arms on your suggestion.
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