That year in review meme! Looking at the progression from January to now makes me feel a little relieved. I can't stand Gambit's face now! lol I can pick out flaws that I've learned to correct over the year and I really really hope this next year will bring an ever bigger difference and tons more corrected flaws that I can't see at the moment.
(Spikey blonde-haired guys almost took over the last part of the year!?)
Nice work! You've done some awesome pieces this year. If there is one thing I see that you should work on some more, it's facial variance. I see a lot of the same face over and over in your character arts. I would say right now that's probably the worst issue I can pick out.
I absolutely adored your Marcelline fanart. That was the piece that I found you on! ^^ Beautiful work!
Yeah, I know what you mean! I have been trying for the past few months to more accurately capture a variety of faces! When I worked on the headshot commissions recently, I was reeeeally trying to get out of the whole same-face-syndrome thing, and I think I made a few steps, but when I go to draw my own characters I always tend toward the same face, which is just the face I happen to find most attractive. lol x_x But anyways, yeah! I'm definitely trying to work on that now! Thank you!! (:
Something that helped me a LOT in realizing how to construct faces with great variety (not that I'm a pro or anything, but I at least have this idea in my head waiting for my hands to catch up to the skill for it!)...
Find a game of any kind that has a highly customizable character creation and play with character faces of all kinds. Make your personal characters in the game and get them as close as you can to how you imagine them. Make well known characters too.
I did this in everything from Sims3 to Champions online to Guild Wars 2 to Skyrim/Elder Scrolls games... You name it.
The reason this is really helpful is... these things tend to be based on real facial structures. There are varieties of types of faces, adjustments in areas you wouldn't think of on your own. You learn that the nose isn't just one shape. It's the height, width, and depth of each part of the nose that makes the nose's shape. You have to think of these dimensions at the bridge, the tip, the nostrils... everything.
Chin, jaw, jowls, cheeks, cheekbones, brow, socket depth.. so much facial structure.
I made my character Ninali in Sims 3 and then in several other similar things. After that I had a really solid idea of what her face is like. I had the shape of her nose, the shape of her chin, her jaw, her eyes... I had it all in mind. And it was no longer the same as any pretty face I'd draw.
This also let me start giving characters varied features. I found that a nose doesn't have to be tiny to be attractive. It doesn't have to be slightly up-pointed or straight or ... It can be many different noses.
Anyway, this helped me a lot. I recommend it to you if you have access to such a game. Especially Sims 3 because it has a great capacity for facial variance and covers so many aspects of the face so you can really learn a lot from that.
Regardless, you have made huge improvement this year and your art is lovely. Best to you. ^^
There's not much of an improvement, rather a rafinement, par say. I have noticed that your characters are more expressive now in "full" rather then in doodles or sketches and it makes them shine in a very lively, earthily manner, mostly, I guess, to do with your simpler choice of colour. I can see you express more in less colours than in a rainbow.