Vice Underdogs

Discussion => Guides => Topic started by: GangstaRas on February 27, 2020, 06:39:20 pm

Title: [GUIDE] Making Digital Artwork
Post by: GangstaRas on February 27, 2020, 06:39:20 pm
Me and the boys have been discussing that I should have done this guide years ago. Well, I got some time to pass on some knowledge, so that's what I'm gonna do. It's also in my best interest, I'd like to retire in peace where art is concerned, so might as well write something that can stick for those willing to pick it up ;D

Disclaimer: If VU forums has a character limit to forum posts, this one is gonna break it. This post will be excessively long, but by the end of it all, I hope to bring you guys up to a level where you can make your own art for your own needs your own time if you practice at it, without the need of requesting for unavailable people.

Also, the images illustrated here are coming from my Imgur account. I believe there is some country-wide block of this website and its assets by Pakistan. If someone can provide a permanent go around solution (without abandoning my Imgur account because it's the best place to upload pictures for me thus far) that would be great.



Dispelling some Fallacies

First order of business is to completely rewrite the way you think about art and how to get it done, cuz a lot of you self-limit yourselves.




Now that that's been said, the lesson begins here.

What is Art?

Art is an expression of creative imagination that is pleasing to the eye and evokes an emotive response. In this case, it's a visual expression of these two features. How do you capture things visually? Building on the elements of art:

In the context of VC:MP, the more important ones are colour, value, texture and shape. Let's start with shape.



Shape

A shape is a 2D boundary/outline of space. It's what we all practice the moment we put pencil to paper, and then self-assess ourselves on that we can't draw for shit. But here's a perspective I can show you to immediately improve yourself. Think of the basic shapes (triangle, square, rectangle, pentagon, hexagon, circle etc.). Everything you look at in the environment around you can be broken down to basic shapes. Try to represent an object using just shapes, whether regularly shaped or irregularly shaped (stretched, morphed etc. to fit the need). Do not try to aim for accuracy at this level. Not yet. You're practicing changing the way you think in order to transcribe items around you into the form of visual symbols. So let's change your mindset.

Everyone on Windows, practice this in Paint. You don't need special software for this. Also, mastering this practice helps immensely with 3D modeling because it operates off of the same concept, breaking things down into basic shapes.

(https://previews.123rf.com/images/wimage72/wimage721501/wimage72150100061/35701403-empty-drinking-glass-cup-on-white-background-.jpg)

This empty drinking glass for example. At the very basic level (not caring much about the 3D form itself) I can see two shapes, a circle (ellipse) at the top and an irregularly proportioned rectangle for the body, wider at the top and narrower at the base. The rectangle was drawn using lines. This is my basic result and can be yours too:

(https://i.imgur.com/hLzovPP.png)

As you can see I've shown a joint and an disjoint version of the two shapes used to accomplish this.

Now the astute among you would realize that the base isn't exact to the glass cup, the narrowed base of the rectangle is actually curved, making it more of a cylinder than a rectangle. If you were able to see this, then congratulations, you have just recognized Form. Form especially continues into 3D art such as 3D modeling. We don't give a shit about it right now. Focus --- Shapes.

If you would want to represent the cup more accurately by just using shapes you have two options:

For the example of the cup, the circle base serves better, but the polygon option has its place and will have to be used eventually as you practice with other objects. Here's an example:

(https://i.imgur.com/AZbggRI.png)

As you can see, I can have two circles now and a irregularly proportioned rectangle to get the job done on the left, whilst on the right, I chose a circle up top and a irregularly proportioned octagon for the remainder of the body. You can use any number of sides you wish but the more you use, the closer you get to a circle. A circle is just a polygon with an infinite number of sides afterall.

Finally, you would clean up the lines that don't belong, like those lines running through the ellipses that are not representative of the real image. Practice that basic manner of handling shapes and lines and you are well on your way already. Remember it applies to everything. There's nothing in this world that can't be broken down into a basic shape.



Colour

Colour is a visual sensation for the eye, as sound is to the ears. Colour in the real world is produced from whatever visible light waves an object emits or reflects to our eyes. This information we perceive as the colour of the object. Different colours are called hues of colour, and so, the colour wheel that we normally refer to, is really a hue colour wheel. When mixing colour, we mix different hues of colour to produce, new colour, in-betweens. Mix with enough hue variety between all the different spectrum of colours and you will get the rainbow gradient of colour. Note well though that hue is pure colour, it does not include any form of pale or darkened colours, no whites, greys or blacks.

Now in general, people don't have much issue here replicating colours, but in the context of VC:MP, this lesson is more on two things, blends of colour and emotive properties of colour.



Blends of Colour

(https://www.realmenrealstyle.com/wp-content/uploads/2016/03/color_wheel.gif)

The basic colour wheel. When we talking about colours that blend, we are really talking about colour harmony, colours that work together and contrast each other as well. This is based on the type of colour scheme used in your project. An example I can grab on comes from one of Vice War 7 flags, Hindutva.

(https://i.imgur.com/iK9VCA0.png)

Hindutva's flag more represents a blend of colours that are analogous, similar. Check the colours used for the entire flag and compare where they all generally land on the colour wheel. You will see that every colour is right beside each other from red to orange to yellow to green to blue. That is the natural order of the visual spectrum, making it visually pleasing with a nice natural flow that is balanced and sound.

Analogous colours is the use of any three colours that are subsequently adjacent on the colour wheel. So for example, starting from orange , the other two colours would be yellow and yellow green to be used, and so on. Analogous colours creates harmonic flow.

But note that there's also an elements of contrast. By the time we hit the blue, we have established a direct complementary colour to the orange present. This also enhances the image - contrast makes things pop and stand out. This colour scheme relationship is what we call complementary colours.

Complementary colours is the use of a colour that is directly opposite to the base colour on the colour wheel. What constitutes it being the opposite colour? If a colour is upper left on the wheel, its direct opposite is exactly across from it flowing down and right, so for example, the opposite of red-violet would be yellow-green based on the colour wheel.

In the case of the blue used, it is directly complementary to the orange present, bringing out contrast in the symbol that is very pleasing. The red of the Om symbol is also directly complementary to the green in the flag as well.

Even more powerful is the establishment of a triadic colour scheme in the flag of blue, orange and yellow green.

Triadic colours is the use of any three colours that are equally spaced on the colour wheel.

From a design perspective on colour, this flag is very sound.

Here's a fuller picture of the total colour schemes that can be used (and explanation for the remaining colour schemes):

(https://d2jv9003bew7ag.cloudfront.net/uploads/Color-Harmony-Schemes-Image-via-Msbixler-weebly-com.jpg)

There are many other colour schemes, but they involve the topic Values, and some of those won't be stated until later down in the post.

These mix and blends of colour based on different colour schemes really help with logo and signature work to make what you want to stand out pop but at the same time not be so chaotic to look like you don't know what you're doing. For example you don't use analogous colours as the theme for your text and background, chances are you will not be able to see the text. Complementary/Split complementary would suit well. Inversely, you don't use complementary/split complementary on the background of an image as it will take away from the symbol, the eye-catcher to your work, or what you wish to be legible.

We have one more thing to discuss though regarding blends of colour and that is Colour Context.

(https://cdn2.hubspot.net/hubfs/53/color-context.png)

Colour Context is a play on similarity and contrast. A colour that's perceived to be in the foreground will experience a slight colour shift depending on the colour in the background. Take for example the inner dots of each pair of circles close together. They are the exact same colour within, but your eyes might notice a slight colour shift. Due to differences in lightness, shade and hue, you can create contrast even between analogous colours. Colour context provides a good way to highlight things and split colours apart when things are crowded.

What do I mean by crowded? Monochromatic, another colour scheme, involves the topic of Values so I won't go too in depth yet on it. Basically, an example of a monochromatic work is the very forum banner I made for Vice Underdogs.

(https://i.imgur.com/BI9ucNq.png)

One base colour is used throughout this work, but the value of that colour is different to create the split between the palm trees, the environment background and the text in the foreground. Overall you get an image that both flows but is still contrasting to be legible.

With all that said, now we move on from blends of colour to the emotive properties of colour.




Emotive Properties of Colour

As stated before, art is an expression of beauty and emotion, and the emotive properties of art is expressed via colour almost exclusively. This topic however, is where things get subjective, as different colours mean different things depending on the culture. I'll try to stray from that as much as possible, but where I can't, then what I'm about to explain represents more or less the Western and European viewpoint.

Referring back to the colour wheel, let's go in a clockwise fashion.

(https://www.realmenrealstyle.com/wp-content/uploads/2016/03/color_wheel.gif)

The wheel is split evenly into 12 sectors. Starting from Red, I am skipping the colour that is immediately after, so my list will therefore be Red, Orange, Yellow, Green, Blue, Violet. i.e. Primary and Secondary colours.

Quick note, what are primary colours?  Colours (hues) that cannot be achieved by mixing with another colour.

Secondary colours? Colours (hues) achieved by mixing two primary colours together

Tertiary colours? Colours (hues) achieved by mixing a primary and secondary colour together

Let's begin:

In general, that's what the colours tend to evoke, but the meaning can be shifted somewhat based on the context of the image. Example, violet can look sinister and threatening if affixed with a shape that resembles something fierce. Red can look happy and joyful in a similar fashion. But overall, warmer tones are more exciting whilst cooler tones are more calming

What are warmer tones:
Reds to Oranges to Yellows

What are cooler tones:
Greens to Blues to Violets



Values

Values are a sub-property of colours. Values of a colour are properties that shift colour one of three ways:

These shifts can be categorized under three headings of mixing:

Now some terminologies to clear up and consider:

Bright vs Light

When we say a colour is bright, we are saying that the hue of the colour is pure, 100% saturated. When we say a colour is light (or pale), we are saying that the hue of the colour is dull, not 100% saturated. The hue (colour itself) did not shift (meaning we didn't move from red to orange etc., that is a hue change), what happened was that the colour got pale due to adding white. No greys or blacks must be added for tinting.

Light colours is what you refer to as pastel colour swatches.

Neutral

A colour becomes neutral when grey is added. So when we say neutralize a colour or tone it down, we mean to add grey to the colour. A colour can be neutralized three ways:

Shading (Darkening)

You shade (darken) a colour by adding black to the colour. No greys or whites are added to darken a colour.


Now look at this picture of a colour chart for the hue Red.

(https://image.shutterstock.com/image-vector/color-palette-mixer-3-black-260nw-700482016.jpg)

This picture is really depicting tones of red, with the extreme edges of the left and right side depicting shades and tints of red respectively. Whether tinting, toning or shading, they all kill saturation of the colour, that vibrance of the hue at max brilliance. These are the technique used to develop monochrome colour schemes mentioned previously above in Blends of Colour - Colour Context.

And so to complete the point previously on colour schemes, you can reference this link here (http://www.theinformedillustrator.com/2012/10/color-schemes-defined_16.html) to gain a full understanding of each that exist that I haven't mentioned yet but rely on both shifts in hue and values.



That will cover all the knowledge theory needed where it regards to how to practice and why certain art practices are carried out for the best results. This is honestly the bulk of the information you need to know to get started, as you can practice in any program, even Paint. But now we will get into the programs aspect of things.



Clearing Up Photoshop Misconceptions Part 2

Now, near the beginning of the post, I did say that you do not need Photoshop and that Photoshop isn't suitable for every task. These two statements are correct, but why exactly?

A more detailed explanation of what Photoshop is is that it is a photo-image editor that processes and saves rasterized images. What exactly are rasterized images?

Rasterized images are your everyday image file that you preview on your devices or capture with your smartphone / cameras. The PNGs, JPGs, GIFs, TIFFs, they're all rasterized images. The term rasterize is used to describe the fact that the image was made by using a grid array of pixels to capture and represent the image. It's convenient and saves a ton on processing power, but it has one big limitation - it is a lossy compression style that's not flexible.

It is because of that reason, it is absolutely ill-advised to create logos and symbols in any editor that does rasterized image editing. When you create a project file within these image editors to create such work, the fate of the image quality is sealed the moment you choose the resolution you're working at. No matter what resolution you save in, you're losing quality with every upscale/downscaling that needs to occur, and working in big resolutions eats system resources (RAM) very easily for little reward as use cases require smaller images typically, until one day comes where high resolution images are required (like the evolution of video files 720p to 1080p to 4k now, it's just gonna keep going).

There comes the program that is suited for such work - Adobe Illustrator. Now I'm not saying you need Adobe Illustrator, you don't either, but Illustrator represents the most popular program that processes vector images. What is a vector image? It is an image that is entirely represented my mathematical calculations of shapes. As a result, it is impossible to lose quality when upscaling or downscaling any image, it is a lossless format, very fit for a project file. When the image needs to be used for the web (converted into a rasterized image), you can quite easily export to what you need, whether it was smaller than the original project image size or way larger, image quality does not degrade.

So why do people use Photoshop?

Rasterized images have its plus if you treat it for what it is, an image editor. Consider an image that has all the possible colours of the 8 bit digital spectrum, that's 16.7 million colours blended together. It is not computationally intensive to load a grid of pixels in such manner, but it is computationally intensive to load a bunch of layers or shapes in such a manner. This is the negative of Illustrator, and it's also why work from vector images are relatively simple looking. You will not see a picture painting coming from Illustrator, the art is more cartoon-fashion rather than realistic. Gradients used in these programs are also actually rasterized effects where the resolution of said effect is controlled. But to blend colour like you can in Photoshop, to truly do it in Illustrator you would need millions of boxes in the shape of pixels to achieve it which is impractical.

So final verdict then:

Examples of raster image editing softwares:
Adobe Photoshop, GIMP, Corel Painter, Affinity Photo

Examples of vector image editing softwares:
Adobe Illustrator, Inkscape, CorelDraw, Affinity Designer

All these examples satisfy the two requirements needed to make working in either a robust setup for you, i.e.:

I personally use GIMP for my image editing and drawing needs and Inkscape for my logo, badge, map and even texture needs for some of my 3D models where it's applicable.



GIMP (Raster Images)

Employing the practices above, when I work in GIMP, every object is given it's own layer. This minimizes destroying the entirety of the work when I'm erasing a mistake.

(https://i.imgur.com/hLzovPP.png)

For example, in this previous picture above where we drew the glass cup in Paint, there's no support for layers, and so, to remove the lines between the joint shapes, I would have to infringe on both the rectangle (what I'm aiming for) and the circle (what I don't want troubled). No matter how skilled you are, you're gonna damage the ellipse in some way.

When working in GIMP (or any other image editing software), the workflow would more look like the disjoint example on the right - one layer would be for the ellipse and the other layer would be for the rectangle. I would move each layer in such a way where they are aligned to be joint, the illusion, but technically they are not. This gives me freedom to make changes to the rectangle and remove the visible lines cutting through the circle layer that could be above/below the rectangle's layer.

The same is true of colouring. Each base colour for the object gets its own layer. These layers can be grouped to be collectively called whatever the final object is suppose to be. Then, colours and sketches / outlines can be subgrouped into their own categories. Colours could then be subgrouped even further to represent layers of Highlights, Shades and Tones. Sketch groups could be layered out to be hand sketches and finished outlines (drawn and traced with the Path Tool). All of this comes together to represent what you see here for example:

(https://i.pinimg.com/originals/ab/bd/91/abbd91fbabb79792c90654a7a62d631c.jpg)


Point is, everything gets it's own layer as much as possible where feasible in order to maximize flexibility of editing without deleterious effects.

Images are usually created at 200 DPI and at around 2000 x 2000 pixel resolution (taxing on RAM).



Inkscape (Vector Image)

The same concept of layers apply for Inkscape (vector image processing) as well. Everything gets its own layer. Take for example this recent badge I made:

(https://i.imgur.com/Vylgg2z.png)


Here's the example of how the layering looks in Inkscape:

(https://i.imgur.com/oOASUUo.png)

This allows me to quickly make changes to the colour of the background (creating the silver and bronze badges), change out the category of award (new text as new layers within the subgrouped layer), and change the year for every subsequent year needed.

The copy layers are just for boosting some elements that weren't too visible on its own with just one layer.

Vector image processing are more forgiving though because everything present is already an object. However, had I not taken the approach to layering, I would have to change the background colour, the text and the name to these single objects each and every time I want to save a new category.

With the concept of layers, I hide the layer that I don't want to use, expose the layer I desire and make only one new addition which is to add a new layer for the new year number. Everything else remains common between the previous years, making the workflow far easier and quicker to export and have ready.

This particular work could've also been done in GIMP, but the plus about using Inkscape instead is the freedom to export the image to whatever required size you need. For example, the requirement for this image was to be of size 120x35. If I had worked at 120x35, then enlarged the image, this is the result:

(https://i.imgur.com/drRvlGs.png)

As you can see, it looks very pixelated, blurry and overall shitty, quality was lossed on the upscaling. But if I worked the image at a size of 1200 x 350, then all is fine....for now. But what if I need it for displaying for a market of high resolution 4K monitors, having the freedom to easily upscale and natively export to say even 12,000 x 3,500 resolution or hell, 1,200,000 x 350,000 pixels, I can easily do that without trouble nor quality loss. But the moment I click in a resolution that's not high enough in GIMP as the project resolution size, that's it for the image. Upscaling or downscaling, it only goes downhill from there where quality is concerned (downsampling still degrades quality, but not as bad as upscaling; always best to produce an image at the native resolution needed)



Textures

The next big topic that really can't be taught without going over all the previous first. Texture refers to the way things feel, but in this case, visually representing how it would feel if touched. Texture is all about capturing the look of a material. Colour, once again, is the driving point that almost exclusively defines how a texture comes out.

To capture texture properly in art (if you're aiming for high realism), you have to therefore do a lot of material studies. Again, texture defines material. So for example, it is good to accept that polished metals reflect well. Understanding that chopper bike handles, engines and frames are all chrome plated with chromium that reflects only 70% of the visual spectrum, tapering off reflecting the reds at only 60% or so, that is a totally different ball game of achieving a sense of realism to your art. It comes easier when you dabble into 3D art, with working with what we call physically based rendering (PBR) shaders, but its not required for this. I'm just stating how far it can go.

For this, I'm gonna speak of textures in two ways, the drawing art perspective and the 2D image perspective (to map onto 3D models). Both can be created without really stressing to download some pre-made thing that doesn't meet your needs (and for the 3D models, the 2D images that aren't tiled which is very annoying).

Drawing Perspective

When it comes to portraying various textures in a drawing/painting, it's really just about capturing the unnecessary details. For example, this cinder block:

(https://images.homedepot-static.com/productImages/ae65c7d3-3968-4d3f-a016-3ba9fec08257/svn/cinder-blocks-100002879-64_1000.jpg)

If we were drawing this without a care of texture, then all you do is break up each standout feature of the edges into its basic shape, create your outlines off of that premise and then just slap on a grey colour within the space and just like that you're done. With textures however, you're accounting for all those little cracks, chips and crevices that you can see. You're adding that otherwise unnecessary detail to the drawing to really sell it that this material is concrete based on giving it the texture of concrete.

In your image editor, you would create a separate layer for this detail. One for the base colour of the concrete block that would be the bottom layer, and then another for the details, that would be above the base colour layer.

The good thing about this approach to it is again, minimizing deleterious actions to only one object as much as possible, but two, is that you have access to a feature called layer blending.

What is layer blending?

A fusion of the upper layer with the lower layer (or layers below the top layer) via a mathematical algorithm expressed onto every pixel's individual colour. If you didn't understand that, then another explanation can be that it's a bunch of modes used to create different kinds of overlays by the upper layer to the rest of the image. It's a powerful tool to use to quickly express how colours will add up (or even subtract), especially when dealing with art that involves lighting and shadows.

Use Case:

You finished drawing and colouring an entire scene, and you want to add a red global light to it. You have two options:

And if you've used many colours, it's a no brainer, just overlay the damn thing with some layer blending.

Now there are different layer blending modes, and they vary vastly between software, as I believe Photoshop was the pioneer for this method of workflow and so tend to be above the rest of programs with the modes they provide. I will however go over a basic list of them though, that is especially useful for texturing.



2D Image Perspective



This part is geared more for 3D modelers, and so you could skip this section if you solely only care for the drawing aspect of things.

Ensure that you square your image beforehand.



This section employs all the previously mentioned techniques where it regards to layer blends and so it's important to note well that section of the post. The creation of textures for 3D models does not solely rely on a rastor image editor. In some scenarios, the vector image editor will need to be used, and so for this section, it requires some skill in both programs. For example, this work I did once:

(https://i.imgur.com/c9uXOTx.png)

(https://i.imgur.com/GSmuMbO.png)

The holes within the model were not created through geometric means in order to keep polygon count low. This is as a result of making the texture this way, however, patterns are rather difficult to create in GIMP. And so the alternative was to create this texture in Inkscape, where patterns like these are very easy to create. Another problem I ran into was trying to figure out the resolution needed to make this texture look good. I had originally thought a resolution of 512x512 would've done the job but when I tested it out, it looked horrible; the holes lacked definition. For Inkscape, exporting at a higher resolution is an easy piece of cake. If it originally done in GIMP, I would've had a massive headache trying to sort out the quality because upscaling is gonna degrade to hell.

There are benefits to using GIMP for textures however. For example, there is no easy way in Inkscape to add effects to the image. So say for example I wanted the texture to be more realistic, adding in rust or so to the texture, there is no feasibly easy way to do that in Inkscape where as processing such in GIMP is simple enough.

And so creating these texture images depends on what you need and where it is easier to accomplish it. Patterns, grids, and resolution bumps are far easier to accomplish in vector image editors while realistic detailing is far easier in raster image editors.

For realistic images, as a general guideline to capture certain materials, this is my advice:

That's five type of textures you have the capability of making on your own, just by using a raster image editor. A sixth one could be wood, but I've never personally done it. The approach though would be to draw a layer of circle outlines that I would then warp by using a warping tool. And if you manage to do that, then the only thing worth sourcing is clumps of grass and leaves.

But let's say you're too lazy for all that learning or you see a picture that looks worthy of texturing with but you know it's currently not in the best of setup in terms of resolution. And even after you've had your fun of creating your own textures, there are still processes you have to run through before its 100% usable. Let's go over that now.

You would have noticed that I stated that the image should be a square image, i.e. 1024x1024, 512x512 etc. this is a requirement for tiling the texture image.

What is tiling the texture image?

It's when the image is absent of seams and can be continuously tiled as a grid of clones. It is a necessity.

An image that was made with one base colour that flows through the entire frame is already tiled. Example, a completely red, black, brown, yellow, whatever colour picture. That is already tiled. If you keep the edges in such a fashion where your pattern is the same at every edge and every side where it's relevant, then this also satisfies the requirement when mapped onto a 3D object. But most of these blanket images aren't tiled, so how do we fix that?

There is a simple method and an advanced method depending on the image you're working with.



NOTE: Ensure that your image is either a square image already or cropped to be a square image.



Simple Method:

Usually the simple method is enough for most images that are already decent but just not tiled. The simple method should also be enough for your creation of textures. However, it's not a miracle worker. In the event it isn't (like this wood texture used as the example), the advanced method comes into play.

Advanced Method:

The advance method has two precursor steps before the simple method is implemented. And so the full roster of steps would look be this:


The final result for this wood texture came out to be this:

(https://img.glyphs.co/img?q=85&w=900&src=aHR0cHM6Ly9zMy5tZWRpYWxvb3QuY29tL2ltYWdlcy9zZWFtbGVzcy10ZXh0dXJlLXJlZHV4LXR1dC9yZXN1bHQuanBn)

And just like that, shopping for textures is practically a thing of the past. You can now draw them, make them, or process pictures into them. Good job.  :thumbsup:



So, that's that for that. Remember art is all about creatively capturing your perception of what you're seeing. Having a keen eye improves the detail but understanding how to break everything down to the basic fundamental level is key to good artistry because we can never capture everything perfectly, we can just give back the best approximation we can produce.
Title: Re: [GUIDE] Making Digital Artwork
Post by: ripmemes on February 27, 2020, 07:02:17 pm
beautiful.
Title: Re: [GUIDE] Making Digital Artwork
Post by: Siezer on February 27, 2020, 07:46:22 pm
smd bro take one year break for reading this....
Title: Re: [GUIDE] Making Digital Artwork
Post by: Ryne on February 27, 2020, 08:58:06 pm
OK, I need to practically repeat this rather than giving it a read. Nice work mang!
Title: Re: [GUIDE] Making Digital Artwork
Post by: WiLsOn on February 27, 2020, 09:31:15 pm
I have been stalking you since yesterday on what topic you were creating, hell when I woke up today and checked forum to see what you were going to post and I saw you were still creating topic. ::)



Anyway now I have to say I have been waiting for this, I am pretty sure you know this as well. Thanks man this will help me a lot, It will help me in my job as well. Two words great job.
Title: Re: [GUIDE] Making Digital Artwork
Post by: Sawyer on February 28, 2020, 12:33:59 am
OMG thanks for this. N1
Title: Re: [GUIDE] Making Digital Artwork
Post by: Drakola on February 28, 2020, 08:17:12 am
Good job, thanku.  ;)
Title: Re: [GUIDE] Making Digital Artwork
Post by: mairee on February 28, 2020, 04:18:41 pm
I can term this guide as nothing but a true masterpiece. Excellent work, Gangaram Ras.
Title: Re: [GUIDE] Making Digital Artwork
Post by: Roystang on February 28, 2020, 06:05:02 pm
thank you master!
Title: Re: [GUIDE] Making Digital Artwork
Post by: Thomas on February 29, 2020, 04:04:53 pm
Excellent work.

I'll upload the images in portal's directory so they do not get lost sometime in the future ( if any ).

Title: Re: [GUIDE] Making Digital Artwork
Post by: Saim on February 29, 2020, 04:55:26 pm
kitny waily insan ho tum aur charley  :v
inko konsi smajh ani :v
Title: Re: [GUIDE] Making Digital Artwork
Post by: Zatch on February 29, 2020, 05:46:59 pm
Creativity is an important thing too if you want to create a great and cool looking artwork. Skills can be improved by the pass of the time and yes, you don't need photoshop to make those things. Apart from it, you can get a wide number of tools from the Internet like .png images or frames.
Title: Re: [GUIDE] Making Digital Artwork
Post by: GangstaRas on February 29, 2020, 08:19:05 pm
Apart from it, you can get a wide number of tools from the Internet like .png images or frames.

I've nullified this further by including the Textures topic. To hell with watermarks my friend  ;)



The original post has been updated.

Fun Fact:

7509 words - 42,133 characters
Title: Re: [GUIDE] Making Digital Artwork
Post by: Charley on March 01, 2020, 04:32:58 am
Amazing! Thank you Gangsta, that's super helpful. For years I've used Photoshop and Illustrator, and got quite good at it, but never really understood the theory behind the techniques I've learned. This has helped a lot!

Re. 'What is art?' - that's an interesting topic and your ambition to inspire people to make things even if they're not confident is good. I would, however, say that the debate has not been settled. From my perspective, everyone can make art, but not everyone can make good art, or great art.

Here's a cool vid on the topic of beauty, aesthetics and art:

https://www.youtube.com/watch?v=-O5kNPlUV7w
Title: Re: [GUIDE] Making Digital Artwork
Post by: GangstaRas on March 01, 2020, 02:55:41 pm
From my perspective, everyone can make art, but not everyone can make good art, or great art.

Well this is partly true in my opinion, but I disagree due to the basis of my own development from my early childhood. Using some references from the net, let me show you a general development I had personally when I use to draw say DragonBall Z characters:



This level when I was about 5 years old

(https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcQsKEnzc3MmK5aXqXnWow4eXbJJDrUkRGgfy_0xdhfmWYTBXnIS)

No real sense of proportions, and not very caring for extreme detail, but I had a grasp of capturing the essence of what was needed to complete the body. Muscles on arms were like three big waves for the deltoid, upper arm and lower arm



This level when I was 6 to 7 years old

(https://pm1.narvii.com/6927/272e4aa2ac38ea48443fd3629892f204d6437048r1-768-1024v2_uhq.jpg)

I was able to capture a lot of detail, muscle drawing now involving proper line discontinuations, but my proportions were still off, similar to this



This level by the time I was 9 years old

(https://pm1.narvii.com/7030/a1b49501fd9eb80b56f46ea0938f01bc6146ef2br1-1536-2048v2_hq.jpg)

By this point, I could practically draw any DBZ character well, with good proportions. I could also even make up my own no problem. I could not however do anything that would involve any true sense of 3D perspective



By virtue of this, I would say that I don't think anyone is incapable of doing good / great art but rather when will they bloom, a time based dilemma, not an ineptitude based dilemma.

Your video on what makes good art has some fairly good pointers, particularly symmetry and/or not being monotonous, which basically means to me having a care for detail. This makes good art that is pleasing regardless the genre, but we both know not every genre operates on either, so therefore, it's an element, but not the answer. What then is the answer? Something you can relate to is my answer.

It's all about the appeal to the emotions to something memorable or relatable. It's hard to qualitatively analyze emotions because it's very nature is irrationality, but there's a pattern, has to be, otherwise no one would be able to agree that such and such work is beautiful. I just don't think that that pattern is by following the "artistic" elements from nature that people generally like (symmetry, sophistication, etc.) but rather having the artpiece be a capture of nature (and all that exists therein), and the ends justify the means.



Abstract Art

Not my cup of tea, most just look very random to me but I'm going to use a couple examples and explain why one looks good and why one looks bad to me.

(https://images.saatchiart.com/saatchi/927428/art/4515977/3585817-WZEPJOJM-7.jpg)

This picture looks good to me. I don't know what the artist was aiming for but what I see is a capture of a picture taken through a frosted window pane, people outside walking, shopping around on probably a bleak day in the town. It relates to something I can picture from life right now.



(https://previews.123rf.com/images/123stockbie/123stockbie1703/123stockbie170300752/79372894-abstract-art-background-digital-oil-painting-texture-fragment-of-artwork-.jpg)

This picture does not look very good to me. It took awhile to create an imagination of what this picture is probably trying to capture. The most I could say is that it's an evergreen forest contrasted to the evening sky. A poorer capture of something I can picture from life.



(https://images.bluethumb.com.au/uploads/listing/126850/belinda-marshall-glossy-abstract-painting-by-belinda-marshall-bluethumb-203c.jpg?w=800&fm=png&s=ccb0fc56238098b41dc26aa6b2e815c1)

This picture does not look good to me. Your guess is as good as mine with this one, what is blazes name is this? Testing the swatches of paint? Couldn't find anywhere to wipe the brush clean of orange and red? I don't know and so, it's a poor capture of something I can picture from life.



A sample size of one, sure, one type of genre too, but tell me if you agree
Title: Re: [GUIDE] Making Digital Artwork
Post by: SMD on March 07, 2020, 02:27:45 am
smd bro take one year break for reading this....
I reached Disclaimer in 10 days, will read full topic shortly in some months i guess.

Btw thanks Ras for sharing this, don't know how much time it will take me but i'll make it one day :D
Title: Re: [GUIDE] Making Digital Artwork
Post by: Jack_Noodle on March 26, 2020, 11:27:38 am
wtf is this i don't have much time to read this its so long.