Greys sideblog

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna
canisalbus

sunnygang asked:

hi i hope you don't mind me asking! who are some of the artists that inspire your work and if any art movements too, which ones? i absolutely adore your work and wanna dive into the artists that inspire you because you fill me with so much inspiration 💫

canisalbus answered:

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Duilio Cambellotti

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Paul Jouve

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Norbertine Bresslern-Roth

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J. C. Leyendecker

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Théophile Alexandre Steinlen

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Akseli Gallen-Kallela

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Harry Clarke

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Nico Marlet

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Mike Mignola

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Carl Otto Czeschka

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Alphonse Mucha

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Klaus Haapaniemi

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Sanna Annukka

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Takato Yamamoto

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John Bauer

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Ivan Bilibin

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Gennady Pavlishin

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Evgeni Rachev

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Ludvig Hohlwein

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Tove Jansson

Just to name a few that have influenced me a lot and continue to live in my head permanently! Sorry about the long post, I thought it’d be helpful if I included examples.

My favorite art movement is art nouveau, I like poster art and antique fairytale illustrations a lot, and in terms of art history I’m most interested in renaissance, early baroque and gloomy 19th century romanticism.

zellkabellk

noodle-soupz asked:

how do you consistently draw the same character without it looking weird or off every different time?? also how do i coordinate faces, i always make the eyes too far apart or too big or too small or make the mouth too close to the nose or chin edge. If you have any advice I'd really appreciate it since it looks like you have your art shit figured out 🙏

shoomlah answered:

Oh man SO so much of it is just practice, and you’re not alone! I honestly think everyone struggles with a sort of “generification” of their characters’ features the more they draw them, even seasoned professionals. There’s a tendency to just sort of average everything out into an unrecognizable mush over time, and it takes a lot of conscious effort to push back against that.

Here are a couple tips and tricks that I’ve found to be helpful over the years:

  • Make turnarounds and model sheets. There’s a reason animation/game studios do this, and it is because we are all still bad at drawing a consistent face. Despite being gainfully employed. What are we, graphic novelists?? We wish. Anyway it’s a great way to familiarize yourself with your character’s face from multiple angles, and it gives you a single source of truth to return to anytime you need a refresher:
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  • Gather real-life reference. Anytime I’m designing a character I’m pulling together a ton of reference of actual people who look, to some degree, like the character in my head. It’s always a collection of analogues, never just a single person, but it can be a great cheat sheet for understanding how your character might move, emote, etc:
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  • Make a 3D model. I know it seems daunting, but with the advent of programs like Blender and Nomad Sculpt it’s becoming remarkably more accessible. Heck, even James Gurney was sculpting maquettes out of clay for Dinotopia back in the day! It doesn’t have to be particularly detailed—just a sort of proportionate lump will do—but it’s another great way to have dynamic reference that you can rotate and light accordingly:
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  • Practice, practice, practice. Make expression sheets for your character! Either right there on the spot, just start drawin’ expressions, or you can slowly collect drawings of your character that you like, as you draw them, and compile them all in one place for your own reference. Need to draw your character’s head from a weird angle? Maybe you’ve already drawn it before and you can copy your own homework! Doesn’t count as stealing when the call’s coming from inside the house 😎
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I’d love to pretend there’s a magical point where you can just immediately rotate your character’s head in your brain like some sort of photorealistic apple in a twitter meme, but a lot of the time it’s reference, hard work, and whole lotta repetition. 😐👍🏼

jettpack
jettpack

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Designs I did for Jessica Drew’s motorcycle in Across the Spiderverse. The first one is the design that made it into the film! It went through the capable hands of a modeler and then to Will Coyner who did the siiiicckkk final paint. Jessica Drew’s design hadn’t been finalized at this point, her outfit, her ethnicity, if she was going to be pregnant or not was all up for grabs. So I took that opportunity to try my hand at drawing her as well. I wasn’t much of a character designer at that point so some of these are a little wonky. From what I remember the directors picked that first design because it felt heavy and aggressive. I had a lot of fun with these. Especially the second image which has the two wacky versions I pitched.