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Six

Six's Nonsense Doom Art

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Not at all! Although i'm unfamiliar with your user name there :P

Also, as a heads up to all, i may sway from requests to my own general interest, as it can be difficult to keep up with suggestions, especially if they require a lot of work.

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Well, after so long with no real submission, here's something new:



It's more detailed than my previous work because more time and effort went into it. With requests i need to shorten the time frame in order to keep up, but with general ideas, i can produce something, well, better i guess.

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EarthQuake said:

Doomguy at a pet store shopping for baby cacodemons.


Thanks for the kind wor- oh wait that was a request.

I may, but it'll probably take a while for greater detail, unless you like simplicity (aka my previous work). To the other guys, much appreciated! Also yeah, devil pelvises are always mandatory in hell.

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I like a lot of elements of these, they certainly have good character and the colors are very well done but they all have some proportion/gesture problems. Exaggeration is fantastic but it needs to feel grounded and believable to work effectively. I might start with some underdrawing/gestures first to flesh out exactly how characters are occupying a space before building detail upon that.

I'm not without sin either, looking back at Cyberdemon & Friends/Shambler & Pals they certainly could have used a better understanding of gesture, something that was essentially hit or miss until the very last quake monsters. A year of practice has quite measurably improved my work and while I like them I don't feel they represent my skill anymore.

But I'm rambling-- good work, keep it up and keep practicing.

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Six said:

Also yeah, devil pelvises are always mandatory in hell.

Devil Elvises are mandatory as well.

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Thanks, Bank.

I feel i've improved over the years, but i still consider myself amateur. I challenge myself in certain aspects by not using references in proportions, gestures, and style in the development process just to see if my own perception can justify itself, and in some ways it has, some ways it hasn't, as you've taken note of. I don't always depend solely on my own perception, i do occasionally look for examples that can aid my skills, but i'm still learning new things, and eventually it'll hit the mark as of all growing artists. Thanks for your input.

Anyway, a little less conversation a little more action.

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I like it. I agree with Bank, though.

Six said:

I challenge myself in certain aspects by not using references in proportions, gestures, and style in the development process just to see if my own perception can justify itself


I'm not sure this is the right approach to take. Maybe try challenging yourself by using references for a while.

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If i continuously use references in development, i'll eventually question my own perception by second guessing my choices in design. I think it's healthy to rely on one's geometry on some artistic pieces, at least then you can compare your work to others, pick out specifics and attempt to gain better perception while still relying on your own judgement. A slow process, but it can improve, and i can still gain trust in myself to reach better levels. My work is a lot different from years ago, and it'll keep changing no worries. The criticism is nice though, everyone needs it.

I may be a bit stubborn, though, which can or cannot be obvious. It can either be my downfall or my success. Thanks again.

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Six said:

If i continuously use references in development, i'll eventually question my own perception by second guessing my choices in design. I think it's healthy to rely on one's geometry on some artistic pieces, at least then you can compare your work to others, pick out specifics and attempt to gain better perception while still relying on your own judgement.


The funny thing is-- you won't. The more reference you use initially, the better your inherent judgment will become. Using reference doesn't mean copying, it means taking aspects of life-drawing and applying them to your drawings, in particular the concept of gesture which is lacking in these. You want to start drawing with a line of action of simple gesture that involves the whole body and form before attacking the details.

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EarthQuake said:

Doomguy at a pet store shopping for baby cacodemons.




How am i doing?

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My style there was actually inspired by another DA artist known as 'Themrock", he specialises in this wacky form of art. I felt that the best way to tackle my weaknesses in art would be to use a method that can complement me and cooperate with my strengths, a technique that's free flowing, unrestricted, and over exaggerated, one that doesn't come to question realism, because that's not my strong point.

The fact that it's similar to the work of John Kricfalusi has made my day though. I think i'll stick with this style. Thanks Bank, and of course the rest of you guys, your interest keeps the art coming.

To everyone, feel free to suggest more ideas. As a note, it helps if it's fairly simple in form and not overly complicated, like what EarthQuake requested, for example.

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Six said:

I think i'll stick with this style.


It's fine, but don't neglect to also experiment with other styles as well, even if only from time to time.

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Perhaps, but if you've seen my Deviant Art page (link on the first page of the thread, i think), you'll see that i've played about with a mixture of styles over the years, so i feel i'm ready to settle down, otherwise i'm building up this mess of indecisive, experimental 'blah' that can be off-putting. It's fairly unprofessional (at least in my view, i can't speak for you or others of course), hence my choice to stick with the given style. I need to start building a solid portfolio, and at least with this new style i can still expand beyond it without deviating from it too much, so there's still experimentation involved, only fixated on the new style.

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Nice stuff.

My retarded idea: Imp sorting through a pile of misshapen/ridiculous looking skulls for just the right ones that can be turned into lost souls. :P

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