Inktober 2018: Week 3 recap
Well, that certainly was a week of Inktober. Now, to the tune of "Everything Is Awesome" from The Lego Movie:
Everything Is Awful!
This week sucked. Really sucked. There is not a single drawing that I liked. Nothing turned out well. If you read the post about Inktober, week 2, I wrote about the idea that most artists only get about twenty-five percent of what's in their head onto the canvas. This week, I think I'm batting one hundred, at best. Ugh.
Let's make excuses!
Screw the prompt list! Yeah - what a piece of shit. That's the ticket.... It's certainly not my fault! It's not like I was off my game, didn't spend enough time working on each piece, couldn't focus, and suffered from a minor case of artist's block.
Day 16: Angular
There is almost nothing about this that I think worked. The only good thing I can say here is I like the composition, but the draftsmanship and over all execution is lacking. Strike one.
Day 18: Bottle
If I had to choose, I suppose this would be my favourite of the week, but favourite in the sense of "bullet to the back of the head, devoured by fire ants, or burned at the stake": sure, bullet to the back of the head is the least painful, but you're still dead. My main issues here are the face and movement. I really don't like the face at all, and the figure seems to be stiff and posed - there's no energy there at all. On the positive side, the actual design of the genie, the smoke and the bottle are okay, but doesn't make up for the shortcomings. Strike two.
Day 20: Breakable
I don't hate the idea of this one - in fact I was thought it was pretty clever. I do hate the way it is executed. The image just has too much unproductive white space. Bleh. Stike three.
You can't win 'em all. Frankly, this week was pretty discouraging, but self-improvement is always difficult, so here's hoping I do better for the final drawings of Inktober. On to week four!