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File: GogOXW3XUAAXf98.jpg (350 KB, 1638x2048)
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How do I speed up in creating art? I've been drawing and doing commissions for many years but I'm still too perfectionist and slow in digital art. I get stuck in the process and the details and it drives me insane. But sometimes I feel the fire and can finish a whole piece in 3 hours, so I'm capable of not being slow as shit. Time limits and merging layers helps but it's hard to know when something is done, there's always something extra I can add. I know I'm retarded but I need advice from other artists.

Anyone else struggled with this? What would you recommend? Any exercises or processes?
>>
>>7982401
this exercise helped me
https://www.youtube.com/watch?v=reAPHAsQolE
>>
photobash or trace AI like everyone else is doing
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>>7982430
So much this!
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>>7982430
Not funny even as a joke
>>
>>7982417
Thank you, will try this
>>
It would be good to know what kind of art you make. Anime style? Realism?
>>
>>7983396
Usually anime-ish and stylised
>>
Basically this >>7982417

You need to plan better.
To be a bulldozer when drawing, you have to KNOW WHAT YOU'RE DRAWING. Most of us lack the memory capacity to just imagine PERFECTLY as we go and succeed every time, so you have to put plenty of time intp planning to compensate. Do thumbnails and smaller studies before the final piece (maybe mid process sometimes) until you know exactly where you're heading.

You should be at least 70% clear on things like the focal point, pose, lighting, value arrangement (if you're being posh) and perspective before fully committing, because changing your mind or discovering some better approach to these midway will cost a ton of time to correct. If you're doing weighted lines, lighting will be especially important to understand. These components create the space of the image, so adding stuff after is easy.
*I didn't mention composition because I don't get it beyond having a focal area and accentuating it (e.g. by having a character's eyes directed at it), But this is planning!

You can do little sketches or thumbnails, maybe even trace a relevant reference to develop a sense for things. The video >>7982417 is good. A similar repetitive thing you can do is animate sketches. Basically, repeating things so you start noticing more intricate details on each iteration loads your brain up with the knowledge you need. Try doing it on a reference thats relevant to your commission piece before you start it. Synthesis/flow will come a lot easier when you've got the knowledge to hand by doing the practice before, like cramming for a test, and you won't have so many uncertain random ideas derailing you.
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>>7982401
Read Animeta. Do all of the exercises.
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>>7983726
Thank you for the thorough reply. I appreciate it, will be keeping this in mind and changing my process

>>7983776
Thanks, will do
>>
>>7983513
What part of the drawing process takes up the most time?
Sketching, lineart or coloring?
>>
>>7983280
Anon, you get paid per project not per hour. The quicker you finish the more you can make. You do that by cutting out shit that takes too long to make but has little effect or replace inefficient process (like just use the bloody bucket fill tool instead of trying to be crafty by manually painting flats).
>>
>>7984535
Sketching is the big one, I can get too perfectionist with the anatomy and it ends up looking stiff.
Colouring can take a while too but I think that's more what >>7983726 said in regards to not being clear on what my endpoint is so I experiment a lot
>>
>>7983726
>Try doing it on a reference thats relevant to your commission piece before you start it.
Ill try this



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