02-26-2024, 06:29 AM
Nice seeing all the foundational studies you've been doing. You're on the right track. I would suggest you render the lighting studies with a bit more nuanced polish because capturing form and lighting accurately requires it. Here are examples:
Here's a sphere study I did for students during class live-demonstrations:
Any quality art school around the world would expect your primitive form value studies to be around those levels of accuracy. They expect it (and I expect it as well from my students) because rough renderings hide unintentional deformation of the forms and you won't know you got it wrong unless you render to a higher level.
As for the She-Hulk, one thing I think is important is to define what "stylized" really means, because it's a complicated subject. In the classes I teach, I define it for students as taking reality and do any or a combination of the following to it: simplify, exaggerate, idealize. When it comes to human subjects, those three parameters create an endless range of styles--from The Simpsons, to American superhero comics, to anime, to Disney, to the Final Fantasy video games. In the case of your She-Hulk, what is the target style you're going for? I assume some level of idealization with some exaggeration and simplification. But if we look at both the macro and micro level, what exactly are you simiplifying, exaggerating, and idealizing? If the anatomy looks unnatural/awkward, while it might satisfy the goal of exaggeration, it also works against the goal of idealization, unless you can exaggerate in a way that's actually more appealing than what appears natural to us. From Rob Liefeld to Jim Lee to Alex Ross to Boris Vallejo, there's a huge range. Liefeld and Lee are both stylized, but one looks awkward and one looks idealized--albeit exaggerated. Ross and Vallejo are both in the realistic camp, but Ross always looks natural while Vallejo can border on caricature (in his later works) due to how far he pushes things sometimes. Defining exactly what your ideal level of stylization is at the macro and micro level and how far to push the sliders on the various parameters is a really good mental exercise for any artist to think deeply about.
Here's a sphere study I did for students during class live-demonstrations:
Any quality art school around the world would expect your primitive form value studies to be around those levels of accuracy. They expect it (and I expect it as well from my students) because rough renderings hide unintentional deformation of the forms and you won't know you got it wrong unless you render to a higher level.
As for the She-Hulk, one thing I think is important is to define what "stylized" really means, because it's a complicated subject. In the classes I teach, I define it for students as taking reality and do any or a combination of the following to it: simplify, exaggerate, idealize. When it comes to human subjects, those three parameters create an endless range of styles--from The Simpsons, to American superhero comics, to anime, to Disney, to the Final Fantasy video games. In the case of your She-Hulk, what is the target style you're going for? I assume some level of idealization with some exaggeration and simplification. But if we look at both the macro and micro level, what exactly are you simiplifying, exaggerating, and idealizing? If the anatomy looks unnatural/awkward, while it might satisfy the goal of exaggeration, it also works against the goal of idealization, unless you can exaggerate in a way that's actually more appealing than what appears natural to us. From Rob Liefeld to Jim Lee to Alex Ross to Boris Vallejo, there's a huge range. Liefeld and Lee are both stylized, but one looks awkward and one looks idealized--albeit exaggerated. Ross and Vallejo are both in the realistic camp, but Ross always looks natural while Vallejo can border on caricature (in his later works) due to how far he pushes things sometimes. Defining exactly what your ideal level of stylization is at the macro and micro level and how far to push the sliders on the various parameters is a really good mental exercise for any artist to think deeply about.