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Describe an artist with one picture.
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>brian comforti

more paintings, less selfies and 4chan shit
that forearm seems short, you know what that means right? ... short ligameme
crabs have absolutely nothing to do with art, but ok.
wtf is wrong with the ref
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Post your current drawing here and give constructive critique to others!

Please make sure your posted image is clear, downsized to around 1000 pixels wide, rotated to the correct orientation, and that any unused space is cropped.
If you want critique on a drawing from the previous thread, you can delete it there and repost in this one.

>dA /ic/ group :

>/ic/ Resources/Reference/Downloads/Links:

>General resources :

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any thoughts?
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finished this
Concept art for my sci fantasy ttrpg, set in the 71st century, this one was titled "Waiting at a Utopian Crosswalk"
NEW THREAD >>3352891
NEW THREAD >>3352891
NEW THREAD >>3352891

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Any tattoo artists? My friend went to get some work started for a sleeve. Some of his other friends are ragging on him saying it's garbage and should go to "their guy" instead. Is there something egregiously wrong with this?
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Not great linework and tell the friends to fuck off. Go to a real reputable shop next time and don’t complain about prices. You want a non shitty tattoo? You have to pay for it

It's not a fucking trend
I’m a tattooer and our shop apprentice does cleaner and more solid lines than this pile of shit. It’s terrible and even if it’s greylined it is inconsistent needle depth and it’s fucking awful. It won’t age well and it doesn’t look good now.
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>that face

Does tipping artists exist? Like actually getting more money after finishing your work?
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nigger detected
>They mentioned that they were impressed with not only the work, but my professionalism, good communication and general ease of working with me.

how? I want to be like you, but I'm a shitty introvert artist, who can't talk to anyone properly. Most people I talk to are close friends and family. When I talk to other people I don't know. They say I act weird, cause I don't talk and don't open up too much to them. How to be like you anon?
What kind of moron pays that amount of money to some unprofessional hobbyist? Just hire an actual professional if you have that kind of budget and you won't have to worry about any of this shit.
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I am afraid that's not a nigger nor a poorfag.

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Okay please don't ban me as Im not begging or making a request per se, my question is IF I wanted to commission someone to do a small photoshop/art project for handsome compensation, where would I look?

Ive tried contacting every "graphic designer" on craigslist and all their proofs have been complete shit that I could produce in apps on my phone. Ive seen joke edits on 4chan spun off in a matter of minutes thats leagues better than what these chumps have produced in days.

where to find quality artists for pay?
Not craiglist. Never craiglist if you want quality.
I'd recommend finding artists doing the stuff you're looking for on ArtStation or Instagram and commission them.
I literally just need someone to photoshop my face and a friends face on to Mel Gibson and Danny Glovers faves on the cover art to Lethal weapon 2 and not have it look like complete shit. I see people jokingly do this type of photoshop on 4chan all the time and now that Im actually willing to pay someone like $100 for it its impossible for me to find an artist
Why don't you just do it yourself? Ps isnt that hard for something like that and there's comedic value in how janky it will end up
There's a reddit forum/thread where people take photoshop requests, it should be easy to find using search but i'm not going to go on reddit to find it for you
in every single thread like this, there's this kind of idiot.

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What do you guys think of my art @ominousbrush?
Im not really good at coloring, Don't really know where i want to go with my art either. Would i be able to make any money at my current skill level? pic related. I drew it, dont mind the calligraphy, its ass i know.
The left side of the dog is much, much shorter than the right one.
Really like the textures and patterns on that piece, but your construction and perspective needs work.
By construction you mean the anatomy and proportions? His left leg, my right. does look a little short, kind of tried to make it a upright ninja-esque pose.

Oey guise

I got a proper art test from a nice little mobile game studio. Any tips on this stuff would be nice. I've mostly done semi realistic shit up until now so I don't really know what I'm doing here. I have to design a bunch of characters and a bunch of houses in about 5 days and I'd like to hear from people who have done a bunch of this kind of stuff.

I know the obvious stuff like: They need to have large, expressive heads so the player can get a good read etc.

If any of you fuckers have any experience in this stuff, I'm all ears. What would a 3D artist in a company like that like to see from a 2D guy? What's hot design in the mobile game market ATM etc...
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Just to give a quick explanation why studios do art tests.

Please note that art tests are not there to cheat you out of free work. Yes, it might happen that a very bad studio will try to cheat, but it should be easy to spot, because they will ask too much of you, or not offer any explanation when asked. An art test is not "Please design the art for a complete game for us."

A portfolio only tells you so much. It shows only the best work of someone, and often only the things that a person is best at. Besides that, in most cases, also only the end result without any information how the person got there, or how the person works.

- As an art lead, I want to know how a person thinks, how you get from the initial idea and sketches to the final result. What decisions they make along the way. I want to know how you solve problems creatively.
- I want to know if you can work at a reasonable tempo, with a tight deadline. Having an efficient workflow is important. It is useless for us if you can only make great looking art when it takes you a month of restarts, fiddling and polishing.
- I also want to know if you have any blind spots. In mobile game studios teams are not always big, so an artist might be responsible for various things, or switch projects over time. It is more useful for the studio to have an artist who is pretty good at multiple styles and types (characters + environments + 3d + 2d) than have one who is great at only 1 thing. You can have a specialty, of course. Studios can have technical artists, animators and character artists, each specialists who help out teams when needed, but there are onlyt a few of them. Most artists are generalists.
So, an art test should be specific to the project they want you to work on, or cover a specific topic ("We would like to know if you can do X or Y."). When asked, they should give you an explanation of what they want to find out about you. The art test should not take more than a day, maybe two of working time. When you do the art test, you should be able to show/explain your decisions and work process.

Hey thanks a lot VC. You gave me some food for thought. You seem like an ok guy/gal overall looking at all the feedback and other stuff you're always giving out here. Cheers. I wish there were more people like you here.

I feel like a lot of people here are too afraid of getting bamboozled. You can get fucked over but it's probably not going to be a "real company" that does it. You own the work and you can absolutely use it in your portfolio. Oh and obviously they gave me 5 days to do the thing assuming that I'll only be working on the stuff for about 2. People have other things to do.

I think I'm going to show them some of my 2D and 3D workflow and some overpainted 3D stuff (that's how a lot of promotional art is done if it needs to get done quick) as they didn't specify exactly what they want to see. I'd rather overperform than underperform after all, and I really want this job!

Judging by what you said it might also be a good idea to really document my workflow to show them how I come up with ideas and work efficiently.
Ok, I'm going to tell you guys something that most artists outside of the game / mobile game industry do not realize (and even many artists in the industry either).

Every project deals with milestones and deadlines. Having delays and failing to achieve a milestone can literally cost millions, or getting a project to be axed if the costs get too high. Faced with such consequences, studios, and project leads specifically, will ALWAYS choose art that's okay but delivered on time over GREAT art that's delivered too late.

If you're complaining why a lot of art looks average, it's because it needed to be done fast. Mediocre artists get jobs not because people can't see they're so-so, but more likely because they can deliver fast and on time.

If you're complaining why artists photobash, it's because it's fast. It's not neccesarily because they're unskilled, or lazy, or because they want to, but it's because doing everything by hand takes longer, which can mean the difference between profit or loss, or a job or no job.

So, if you want to be a succesful artist, pay attention to:
- continuously improving your work process, finding new ways to do things quicker and find new shortcuts. This adds value to you as an artist, but also leaves you more time for you to be creative!
- showing your workprocess in your portfolio. Let clients know how much time you need to do things (be realistic and honest!).
>- continuously improving your work process, finding new ways to do things quicker and find new shortcuts. This adds value to you as an artist, but also leaves you more time for you to be creative!
Previous anon in this thread, agree with what you said. The ability to hit deadlines and work in a team is one of the reasons why almost every one of our interns and juniors come directly from universities and not from social media. This may differ from company to company though.

I would also add that it takes a shitload of time to manage and recruit new artists. Creating a personalized art test, feedbacking and interviewing with new artists cost a lot. Especially if you're taking hours of a lead in an important project. Same for interns and juniors. They may be cheap work force, but managing their time and teaching takes a lot of work and cost a lot for a company.

>- showing your workprocess in your portfolio. Let clients know how much time you need to do things (be realistic and honest!).
On this note
>Is it good to overperform?
Honestly, I would. I can't see it as a bad thing to show your interest in working there. If you want to try some pua "the game" strategy and be negative or dismissive during your test and interview, I'd be interested to hear the results. But as a general suggestion I would just give it a 100% if you want the job. I want to work with people that wants to work for my studio.

That said, be reasonable with workload and count your hours worked. Five days deadline doesn't mean 40 hours work, especially if you already have a job with some stress. Write down how many hours you spend to clarify why a design isn't original but well rendered, or that you use a background from an already existing game for your character to save time but hit their required style and theme.

Best of luck anon

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>the best way to improve is to get feedback anon, just post your work!
>post work on drawthread
>no (you)s
how do I get my feedback
how do I improve
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Most of /ic/'s shitposters are either unable or unwilling to offer actual critique, because actual critique requires knowledge and effort.

This really isn't a terribly good place to find critique a lot of the time. Usually (on a good day) you'll get a lazy remark like "x fundy is shit" without any advice on how to address it, but at least a modicum of direction. If you're really lucky they'll name a book. Most people here convince themselves that their 'tough love' is helping people and that by going "lol its fucking shit kys ngmi" they're weeding out the weak or helping you build a thicker skin or something. Really they're just being sad, useless cunts.
Pretty much this. /ic/ is worthless if you care about improving.
I see useful critique in the drawthread all the time. It is objectively not useless if you know how to filter out useless content.
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It hurts how much this is true
it's like a triple bluff, the people saying /ic/ are useless are also the people who don't post any work and also the people who give insults as critique.

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>he still uses deviantart over pixiv/commend me/artstation
don't overpopulate artstation with shitty artists, or anyone from /ic/
ic has some okay artists.

Like me.

Everyone else sucks though

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IF YOU ARE A /BEG/INNER IN ART, please use this thread to post pieces for critique or ask for advice. We should not have to make new threads or post in the Drawthread with our fundamental exercises.

Feel free to post even the smallest exercise you have done to show you are still trying, do not give up, make someone proud.


>screenshot the image and post that instead

>change camera capture settings to something smaller

>send to computer and resize in MSPaint

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forgot I was also going to say the croc eating the other croc's leg was likely a demonstration of their instinctive nature and extreme stupidity, the croc's mouth was just near the other croc's leg and it probably automatically opened up, clamped down and spun around because that's just what they do.
I am though, could it be just a lack of practice?
With that I mean, shitty linework aside (and in this case, shitty fixing aside), I use the construction learned on that book both for the head and the body, and the face. Although obviously im not going for the cartoonish style. But still, I can obviously see that the drawing feels lifeless and flat, but could it be just because I havent practiced long enough and thus im not getting the right proportions?

Im doing the cubes thing now, but will post results probably on the next thread. Trying to practice clean lines. Pic not related.
How do I know if I am symbol drawing
unironically post your work. if you have to ask and can't tell then you are

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>create a story

Continue the drawing in your own art style

I think this will be a fun little thread if anons are willing to contribute
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just get to the porn already jesus fuck
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holy fuck, am I retarded?

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It hasn't been enforced by the janitors of most boards and the actual mods (not the janitors) don't really give a shit as long as it's not furry porn

The new /ic/ janitor might take issue, but I remember someone starting a thread back in 2014 where they posted their furry art and it stayed up for a month
I always found this guy to be the knockoff version of Frederick Leighton and Alma-Tadema

Poor anatomy, meaningless sameface with fucked up features, zero narrative or interest, zero emotion, subject matter derivative as fuck (figures often directly stolen from the aforementioned artists)
Boring sameface
Twee settings, an insult to pre-raphaelites
Poor rendering, unimaginative lighting

The definition of kitsch, has none of the magic and power of Frederick Leighton, waterhouse, alma-tadema. The kind of thing that impresses normies but the 19th century equivalent of instagram drawings of celebrities with cosmos in their hair or something
found it in a twitter thread about american gods


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is he overrated?
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maybe, but i still like his stuff
Yes, but he was underrated before, so it balances out.
this is a good observation

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I want to be able to live off my artwork without being popular. Advice?
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no bullying the mon
>drumpf gets elected and makes the dollar go sky high
fuck yeah. can this be achieved with traditional mediums too?

Has anyone even used Adobe Illustrator? Why does it exist?
is this autism, bait or ignorance?
Yes. To be used.
It's for logo and typography fags.

Logo, Graphic design, typography etc.

The POINT of it is to create vector graphics that can infinitely scale without become pixelated.
If adobe didn't kill flash, it would have been used for creating inexpensive web page assets. But now it's used for logos and shiet.

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