Tuesday, March 17, 2009

Spine

After a very, very long and somewhat-needed break, I came back to rendering the spine with renewed motivation.  Here they are.

"From the front" isn't an optical illusion, and it is, indeed, crooked.  It was the first spine that I had completed, when I blindly dove into the SPINE months ago.  If you put two vertical, parallel lines that run up and down the body of the vertebrae on both sides, you will notice one line is exactly vertical and parallel to the body on the left side.  The one on the right is not.  This is what creates that crooked illusion.  Next.

"From behind" isn't perfect, either, from a proportional standpoint.  When I began refining the sketches for Lumbar I-V, I realized that I left out one of the Thoracic vertebra when I was comparing spatial proportions with "From the front".  This meant that I had to go back and re-render a large portion from the top and rework what I had already painted.   Next.

"From the right side" was rendered entirely too small in comparison to the previous views.  I caught this early, though, when I compared what I had "finished" (C. I-VII).  It was a relatively painless fix, considering that I subjected myself to my own failures with the previous views.  Getting the curve of the spine to look as natural and as close to my reference was the most difficult part, as well as keeping things consistent, overall, in proportional presentation.

Another very difficult thing that I had to adapt to was the very subtle differences, and gradual scaling and proportion of the vertebrae as they progressed from Cervical to Lumbar, and then to include sacrum and coccyx.  You can see some of the little landmarks from vertebra-to-vertebra if you look close enough.

Assuming, however, that these little landmarks and subtle differences from vertebra-to-vertebra would make the overall rendering process easy, is a very, very big mistake. 

Despite the numerous and near-fatal errors that I had made, which are still present here, I am very, very, very excited about this study.  This one, that "gave" me the hardest time, is actually my favorite. 

Sunday, March 8, 2009

Artician dot com, anyone?

I was recently invited to join Artician.  Hopefully, those who are reading this, have already clicked on that link right now.

Not quite sure who invited me to join the community, but after taking a look around, I decided to join. The user interface is still in its beta stages, so navigating around was a little difficult for me at first.  Once I got settled in, however, "WOW!" was the only thing that came to my mind.  I can't ask for anything more in an art network, really.

Take a look around.  You might like what you see.

Monday, November 24, 2008

Vertebrae, Sacrum, and Coccyx


Finally, finally, FINALLY!  I got derailed again, and I'm back on track!

I don't have a really good memory of actually pushing myself to render these in such detail...

The sacrum and coccyx were particularly hard to do, considering I had show the curve and intricacies of these bone structures and still give them depth at the same time by means of proper and befitting brush stroke direction.

I'll beat a dead horse again and say--I have not-so-good depth perception, so looking at the renderings in the book, and then replicating them through my OWN eyes and actually UNDERSTAND the what's and why's of this particular structure was really a challenge.  Very fulfilling all the while.  Not too bad for plunge head-first into something I never seriously considered!

Now, unfortunately, it's almost Thanksgiving, and I'll have to start doing Holiday cards soon!  I feel kinda silly, considering that the cards aren't going to be digital, but traditional and paper-cut collage--more CUTE in nature, rather than serious-looking. I'll do my best...I just no one is EXPECTING anything, and disappointed with the results.

I'll be back in December, with an ENTIRE pieced-together and labeled SPINE.  Now THAT'S going to take some real focusing, and lots of coffee!

Monday, September 8, 2008

9 Skulls


After an unnecessary reprieve, I finished the 9 skulls exercise! I had started this a while ago--probably in July, even--and had gotten so far up until I needed to render one last skull!

These were layered on one page in Atlas of Human Anatomy for the Artist; four in which were covered by other skulls.  So, I had to utilize what I learned in previous exercises to render the entirety of those four skulls.  I think they look okay, overall.

Next I'll be doing some simplified gestures of the skull, and I won't be posting those exercises/sketches, because those really WILL be for my use, and my better understanding of how to quickly, yet accurately, lay down the base-work for the head.

Friday, July 4, 2008

Back to the Basics: Relation of Skull to Surface Features


As an illustration, this one by Peck spoke volumes to me. I absolutely enjoyed how he was able to overlay surface features over the skull, and the cervical vertebra. I found it positively intriguing. Beautiful.

I always knew I had my own "ideal", versus what truly "is." This was by far the most troublesome study I've had, but also the most fulfilling to render. I learned a great deal from this.

I hope that I will be able to keep my "ideal", but still keep it true. There are a lot of characters that I had been working with over the years, believe it or not, and it'll be ...interesting to see how I'll end up rendering them, once and for all, when all my studies are finished.

I hope that they will be as real as I wrote them to be--as real to everyone on the outside, as they are to me. As real as I am.

That is why I'm doing this.

Back to the Basics: Skull overview

I've had experience rendering the skull before, but not with this intensity.

It goes without saying that the skull as always given me a run for my money: 22 bones, 8 for the cranium (excluding ethmoid, since it "is of no structural importance") and 14 for the face (excluding lacrimals, vomer, nasal conchae, and palate bones, as the "are of no structural importance").

So here we have it. Almost 22 bones of structural artistic importance.

I color-coded this for myself, referencing back to Peck's written word of the skull. Each skull view was difficult because, again, I tried to keep them of even proportion and size without resorting to digital resizing/distortion tools. So far, so good.

It was also difficult in the sense that I truly wanted them to look organic: not perfect in shape, and as close to the original renderings of Peck as possible. Again, I had no physical object to refer to, so I might have misinterpreted the studies. Whether or not that is true will reveal itself to me in time.

Back to the Basics: Skeletal overview


There are a lot of parts in Atlas of Human Anatomy for the Artist that I won't be copying because it isn't particularly necessary and is solely reading material to be used hand-in-hand with the illustrations and studies.

So why publish any of this stuff at all? To show that I'm not slacking.

Looking back at this, I can say it's already primitive and underdeveloped. My methods for producing it in even proportion and size for each skeleton were simple--drawing horizontal lines across the page for measurements. I've omitted those lines. Despite the fact that this was all done digitally in Painter X, I refuse to abuse computer program options, like scale, rotate, and free transform. I like to work digitally as close to using traditional media as I possible can. Otherwise--I consider it cheating.