>>7664430
I was worried I scared you off lol.
>>7660516
Like I said in this thread before, /mg/ at its core is perspective and shapes. And considering things have to be near perfect objects ie symmetrical, its easy to spot flaws and so you have to grind perspective and shapes. If you can master these, then well you get really cool looking art. Perspective alone is one of the hardest things to master, and if you do, you can draw anything.
>>7661155
I been working on human anatomy and the like >>7663801 so no, but I have a lot of things mentally planned for /mg/ though I need to do a deep dive in /trad/ stuff since I am kinda not liking digital too much besides the pixel style.... Actually I do have something, picrel
>>7654924
>>7643131
Saw your other stuff in the other thread and I think it's great, I think you're a /int/ for sure. Though I am curious to see what your non /mg/ stuff looks like. But as far as vehicles go, you're really really good. Especially since you're doing this in trad too. If you want advice or constructive crit I would say do more complex scenes and push your drawings to the limit. Only when you struggle do you find your weaknesses. (I struggle with every drawing I make).