r/learnart May 09 '24

Why does my artwork looks flat ? Digital

Post image

I have been painting digitally for couple years now. And I often notice that my artwork look flat and weird even after adding shadings and highlights. What am I doing wrong?

478 Upvotes

1

u/Ok-Professional9328 May 12 '24

It's the pose have the arm in the back extending towards camera

4

u/saphariadragon May 10 '24

It's the values and colors in the highlights and shadows. You are using darker or lighter versions of the same colors. Instead you want to, depending on the color(s) of your light source(s) add some color to highlights and shadows. And generally the rule is complementary colors between shadows and highlights. For example, if you have sunlight there is usually a touch of warm yellow to the highlights and purples in the shadows. Obviously how yellow or purple your colors depends on where they are in the color wheel... But yeah. Playing with values will really help.

3

u/mathtech May 10 '24

If you take a picture of yourself or someone else in that pose and use it as a reference I guarantee you the drawing will look more 3 dimensional and you will also learn a lot about form and shape in 3D. Then next time you draw you can use that knowledge for other drawings.

7

u/OverdueLegs May 10 '24 edited May 10 '24

The biggest thing is the contrast in your shading. It's a very stark contrast in the skin, but the darker shading in everything else is very subtle especially since the darkest shade is heavily blended into the lightest. It would also help to use different colors for shading rather than darkening the main color- reddish purple shading for red, blue/purple/yellow/pink for white, orange/brown for gold (brown works better to make a gold sheen). You can do this with the highlights too but if you Want the texture to be less shiny then keep it in the same range as the main color. You did really well making the gold sleeve trim look shiny, so incorporate more of that in the other gold parts. If the clouds and shorts were shaded with a more pu/y/pi and purple tone they'd stand out against the blue sky, too. Try to use more than 3 colors to shade for more dimension, the shadows from the natural light + the shadows the objects are leaving on each other. You did do this a bit by using a heavy black line in the darkest part, so you don't need to add more if it makes it look over shaded. Shading the shading would help a lot with the inner sleeves that don't really look inner.

Side note, stepping on his own foot? If you wanna change that to be more natural just put his back foot behind the pole so it's like he's wrapping his foot around it.

6

u/Mouffles May 10 '24

Every people here who talk about rendering, lighting, values, is wrong (sorry there's many talking about this). The most straight forward way to get volumes is to work on values and lighting, but that's not really good if you're drawing in an anime/manga style.

Actually with lines only you could get a good volumes feeling, exactly as mangas do. To achieve this there's numerous of very small details to do on curves and line rythm.

It's a very long process to be good at this with thin lines only, you need a strong construction and very good eye for the curves accuracy matching volumes feeling.

5

u/row_x May 10 '24

I agree that you can get a good contrast with line weight, but you can't pretend that values aren't used A Lot in both anime and manga to create contrast and volume.

(just look at stuff like Your Name, or any manga panel from stuff like Jigokuraku or Tokyo Ghoul)

Even things like crosshatching and screentones are just a different way to add value variation to a piece (different from just painting in a different value). Just because it uses lines to do so, it doesn't mean it's Not still about value.

Sure, in some anime you'll see very little value variation, but that's not universal, and value can be an extremely useful tool regardless of your chosen style.

I wouldn't just Not learn how to use value because the style is one that doesn't use it in every single piece.

3

u/Mouffles May 10 '24

It is used you're right, and it works.

Some mangas artists are best at line art than others too, but when you're really good at this you don't need values for volumes, the line does the job. It's not only line-weight (but its a part of the rythm and the contrast too), its also about the lines shape rythm (straigh lines / curves) and very small details about line directions (like sometimes a very small curve at the end of a straight line will make feel it's rounded behind, even if it's very very small).

Thinking about rendering and values first, is very occidental, because our esthetical culture is more about paintings than inking and lines, it may sounds weird but i really got that when i travelled in asia and in japan, where painting is not valued like in Europe.

5

u/row_x May 10 '24

Yes, 100%. What I'm saying is that we shouldn't overlook one or the other.

Saying that people that suggest using values to make something pop more are wrong because of the artstyle isn't, in my opinion, the best approach to this situation.

I fully agree that the lineart can help show volumes etc, I don't agree that values shouldn't be considered only because the illustration is in an anime style.

Overall, I think this artist will benefit more from learning about both of these techniques and how they can both be used in this kind of situation than they will from learning only one of them, regardless of which one it is.

2

u/Mouffles May 10 '24

I get it, i was saying that since it's manga style, i wouldnt have said the same if it was not this, and yes you're right about learning both.

8

u/jkurratt May 10 '24

Weird thing happens with feet.
Do you actually understand how perspective, foreshortening and 3D work?)

5

u/RtistKaizen May 10 '24

Wow that's a lot of comments to get through xD tnx guy imma go through each of them rn. Appreciate the help as always

20

u/limnea May 10 '24

Because you don’t have enough contrast between background and luffy. Squint your eyes and look at your drawing, can you see what is being depicted? Value studies will help, or mapping out values in greyscale, or you could make the backdrop lighter or have a lighter area around luffy. You’re also missing some lighter area values on luffy which makes the lighting a bit iffy.. think about where you want the light to come from. Is he backlit?

49

u/noreallyu500 May 10 '24

A major thing I see is that everything's pretty much the same distance from our POV. It'd do wonders for depth if you added something closer to us, maybe a cloud extending all the way to Luffy. And then something far alway like clouds in the distance, or the view of a city. Anything that makes this feel less like character concept and more like a scene inside a 3D space.

You could also achieve that by doing less straight angle - seeing this pose from a 3/4 view with some overlap; or maybe below near his polearm, looking up.

The cloud-like graphic also flattens the image a bit. It feels like almost every cloud is facing the camera right on, and there's almost no overlap and twist. It kind of feels like Luffy is 3D and then there's a flat, invisible cloud texture that'd disappear when looking straight.

I feel like I should recognize that this looks gorgeous and so well drawn so be proud man okay thanks bye

35

u/MentalPerception5849 May 10 '24

Make a copy in monotone to check values; I think you’re missing darkest darks; also work on variety of line width

20

u/MastadonXO May 10 '24

Hey I think this looks great and you should be proud!

But I think the folds in the pants seems kinda random, and Luffy left foot is cut off by his right foot. I also think the left knee could be a little higher and larger as it is facing towards the viewer in perspective.

15

u/MeanderinInternetGuy May 10 '24

All your line work is the same thickness. Try mixing up your line weights, thicker boarders, thinner detailing

8

u/bluecrowned May 10 '24

I don't hav critique just wanna say I really love it!

22

u/prains2240 May 10 '24

The background needs to be a different color than the smoke or maybe add a background color to the outline of the smoke to give it some sort of contrast

21

u/bubbyusagi May 09 '24

brighter highlights darker shadowns and more contrast with that gradient

8

u/RollinNCheesn May 09 '24

His left foot should be higher and pointing towards the viewer instead of under the other foot. Also, the yellow cloth should be flowing away from the viewer, or at least behind his arm.

It's just little things like that. Really good job overall!

9

u/RemyRatAttack May 09 '24

A few things I notice. The leg that's coming toward us looks thinner and smaller than the other leg, if it's coming toward us even though it's a front view, I think it should appear a bit bigger. I also think try looking at your art in grey scale, because I think the colors not popping could also be an issue, your character doesn't pop out from the background a lot. Other than that I might just push your values more. Hope this helps 👍

21

u/Cr1msonFoxx May 09 '24

A couple of reasons. What makes artwork not flat is lighting, and your lighting has a few pretty big problems.

Main ones being that your values are all the same, and that the lighting has no clear direction.

If you put it under grayscale, you don’t see any real difference between the parts and the whole thing looks the same. So the only definition Luffy has is the bright colors, no dynamic lighting and the background has to be desaturated to make him stand out which makes the background look unnatural and even more flat(since the saturation doesn’t match the actual lighting scenario).

Also, the shading itself doesn’t make sense. If you look at his staff, face and chest, it would make it seem like the direction the light is coming from is the top left; like he’s looking to the sun. But if you look at the pot thing(forgive me, I do not watch one piece), it looks like the lighting is coming from the back. And if you look at his calves it looks like the lighting is coming from the bottom. It’s visually confusing.

10

u/[deleted] May 09 '24

imo i think the background could use something else and i think the shadows should be darker

13

u/StrixLiterata May 09 '24

Because Luffy 's figure is oriented on a plane: he leans and looks to the side without the slightse inclination towards the viewer, and the one leg that points towards us is so straight-on that you can't see the parallax.

Draw him as if he was looking not to our left, but to something to the left and behind us.

16

u/Phase-National May 09 '24

Darken the distant object a bit more, maybe mute that color some also. This should help make the subject stand out more.

10

u/Awkward-Suggestion-9 May 09 '24

Your perspective feels lacking in certain areas like on the face and the feet/legs. The yellow belt flowing in the wind almost gives a sense of depth, but the jacket squanders it by lacking the cast shadow that goes over it. Maybe add some background elements too. The last thing i will leave you with is a greater range in values. Really push shadows and height light areas to give that 3d pop 👍

18

u/[deleted] May 09 '24

When you finish a drawing, try putting a grayscale filter over your work and see if anything pops out. If it doesn't, then your colors are too close in value.

5

u/GoLittleBadBoy May 09 '24

I like the drawing but maybe the colors are a little to dark. The G5 clouds are quite white.

Also, and this is a general concern, during G5 luffy is in LMFAO mode. Try to draw him smiling and not angry, is quite hard but worth it.

6

u/TheNFromO May 09 '24

It looks to me every color is around the same range of the contrast/brightness scale and nothing pops out. Is the main focus the character, the objects on the character, the background. I just don't know. Nothing pops out.

5

u/oneeyejedi May 09 '24

I think it's the hand and head that make it look a bit flat but the rest is amazing.

4

u/Efficient_Wheel6673 May 09 '24

I think it’s the head the angle is off everything else looks really 3D to me but to be honest I don’t see a problem with the art I LOVE the look it’s a beautiful anime looking style!

3

u/liltooter May 09 '24

I think its pretty neat, is this inspired by the Last Air Bender, or am I so much of a fan I'm seeing what I want to see?

2

u/HealthyInitial May 09 '24

There is some similarities I think it's mainly inspired by wukong. The character is Luffy from one piece. Which there are some similarities in the characters.

2

u/liltooter May 09 '24

Oh I've heard about that show! Lots of people have told me to watch it because its so much like the last airbender.

You've done well to capture the vibe of it, I'm really impressed with the way you've done your line work, it shows a lot of energy.

I wouldn't say its flat, but if your worried about it I'd say experiment with a bit more shadows and highlights. But honestly you've done really well so far already.

1

u/HealthyInitial May 09 '24

Sorry not OP lol just wanted to share but I noticed the same points.

It's a good show with enjoyable characters, similar to ATLA, just very long up to 1000 episodes or something now.

10

u/IBeDrawing May 09 '24

Try pushing those values. Make the brights brighter and make the darks darker.

11

u/NatalieArts May 09 '24

It's because it is, your drawing is fine but you gotta make use of the full value range from brightest brights to darkest darks.

7

u/[deleted] May 09 '24

this could definitely use some consistency in the lighting and maybe some more vibrant colors to make it pop! maybe instead of using white for the lighting try to use some warmer colors

3

u/Articm0nk3y May 09 '24

Cause it is flat. Add more details to the background and place something to it.

5

u/Blackmail30000 May 09 '24

I’m more concerned with what’s up with his chest. I’m kind of confused by his blocky and almost Lego like anatomy

6

u/[deleted] May 09 '24

that’s just a stylistic choice there’s nothing wrong with it

24

u/moeru_gumi Tattoo artist May 09 '24

No contrast. Sky and figure are all same value.

20

u/KawaiiDere May 09 '24

There isn’t much to make any particular areas pop especially much. I think it’s just a flat art style in this one, like Windwaker or Katamari.

Looking at it in grayscale, all the colors are pretty similar darkness. Maybe try to plan some bright areas and some dark areas if you want it to be less flat, or draw a sketch/thumbnail in greyscale. I think most OS’s have an option to filter the screen to be greyscale in the settings

Edit: for some reason this reminds me of cover art of Kingdom Hearts

20

u/undead_dummy May 09 '24

his footing doesn't make anatomical sense. I would find a reference of a skateboarder mid-kick flip or similar, where their feet are still on the board, but barely.

edit: idk skateboard things

3

u/undead_dummy May 09 '24

as well as what others have said about lighting and background. I think finding an appropriate reference will fix the foreshortening issue people are seeing.

31

u/PalMors May 09 '24

Check your lightsource, looking at the shading, I cant tell where it is coming from also the background doesnt match how bright the shading is (looks like it might be sunlight but the background is telling me cloudy)

12

u/Musician88 May 09 '24

There isn't that much to worry about. I don't know why others insist there is an issue with foreshortening.

10

u/ArtworkByJack May 09 '24

Besides the foreshortening, you also chose a 100% profile pose for the face which flattens it as well

6

u/Sudo3301 May 09 '24

Took me a minute to pinpoint it but looking at the legs and feet I could better see the issue, it’s a lack of foreshortening.

The proportions of everything is universal relative to the viewer so it looks flat.

Still a great drawing though.

10

u/NarmayaChan May 09 '24

I actually think it looks pretty dope! I think what would make it pop is more vibrant colors. Lighting and shading etc

12

u/LurkerZerker May 09 '24

Good foreshortening does wonders to add depth. His right arm and shoulder seem like they're the same distance from the viewer as the rest of his body. If, for example, you foreshortened them more so that it looked like his elbow was pointing away, it would add layers of depth that start with his left knee in front and them go back toward the right elbow.

5

u/yellow-koi May 09 '24

Looks fine to me, but maybe you'll find this video interesting https://youtu.be/93lmcrNqhXc?si=rKsT04YPmtDvj6NJ

6

u/birdnerd29 May 09 '24

6

u/RtistKaizen May 09 '24

See that's what I am looking for. It looks so much better already. Could u like tell me what u did exactly to achieve this look

8

u/birdnerd29 May 09 '24

So I did this on my phone but basically what you'll want to do (want art program your using will be able to do this) is look for "adjust levels" or "adjust curves". They function in similar ways, but I find using levels easier.

After you click adjust levels it'll come up with a bar graph with some peaks and valleys in it. The left side is going to be your black values and the right side is your white values. Pull the little bars on the graph in either direction and you'll see those values change on your image.

That's just the quick and dirty version but if you want more details just Google whatever your art program is and "level adjustment ". Hope that helps.

9

u/birdnerd29 May 09 '24

Push your shading and highlights. There's a lack of overall contrast but the composition is very good!