Edit - My paintover got cropped (changed image dimensions to add a breakdown). Here's the paintover:
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Edit - My paintover got cropped (changed image dimensions to add a breakdown). Here's the paintover:
Morning! First off: awesome character + rendering. Nice job. It depends on what you want the pose to embody - but with some tweaks you can push the line of action a little more to give you a bit more dynamism. I drew a quick line of action that contained a little more coiled energy in it. Then chopped each body piece into a separate layer so I could manipulate each one to match the line of action. I also scaled a few elements to emphasize the pose. The weapon position is tough in this one - it felt like it was sliding down the back in the original, so I moved it up over the shoulder. Hope this helps.
1.- This is better than anything I could draw right now, excellent job. 2.- I think it feels "flat and boring" because of the "flat and boring" angle of view + how far we are of the character But we need to think about "the objective" of the piece too. This piece lets us see the whole character and imagine the lore behind him, for example.
The rendering, and colouring is great , and the anatomy used is also great. As for concern of flatness, i thinks there is just some subtle things that i can see are off and you can improve upon : 1. This is less about perspectives and more about the posing. I think that the pose if just too symmetric in its forms. Specially around the rib - abdomen and pelvic , if you simplify it to boxes, it's just box onto box . Try making not only the hands , but also the body more unsymmetric, like a arrogant guy puffing his chest up or down. Humans anyways have bit of a curve in the ribcage which is observable and adds a nice unsymmetry even in flat poses 2. Another subtle thing is that the proportions are about the same for limbs. You can further push the forshortning into more daring part
Rendering skills surpase mine greatly, I come from Animation and can provide some input. How can we be more specific to the themes and nature of this character? Posing! This guy looks like a strong Being that is quite mighty and masculine in his silhouette and armor. you can argue that his stiff pose is a testament to his stature, but Id push the pose more by introducing elements of WEIGHT. E.g Plant his feet, have him lean onto one leg with his pelvis shooting to the sky on one side due to the Weight bearing leg. His hands show a sense of cockiness have the chin point up. Push the dynamism by twisting his body. front plane of pelvis pointing screen right whilst torso facing more towards Camera in the magic 3/4 angle rule. Of course these examples are for the conceptual stage of the Illustration and therefore should be considered for your next piece! as for rendering tips, There is a lack of depth perception on his weapon and parts of his body. The parts that are in the foreground could remain in the same value, with parts in the background slightly lower in value or you could introduce more grays to allow the background pieces harmonize creating a blend/fog effect. overall this looks so cool and i want to achieve this level of render one day.
2 things: Super small thing: the curve of the pommel of the halberd seems inconsistent, but I may be misunderstanding your goal there. The primary thing that stood out a lot to me is that the value of the edge of the left wing is so close to the value of the blade, that they read as being the same distance from the camera, really making it look a lot flatter. I just pushed back the value of the wing to create more visual clarity. It reads much better now. That being said, beautiful design, great rendering of that pearlescent armor, excellent colors. Keep up the good work.
It actually looks very nice! I think you probably worked on this one too much, that's why if feels boring to you :D For future works, if you want to improve your silhouettes, try this workout first, it has a nice breakdown on how to work with a silhouette https://artwod.com/blog/stylised-body-shapes-simplify-and-exaggerate-figures-for-animation-and-illustration
Improve your fundamentals, a 3 min read
Build expressive portraits using the Loomis head method, Reilly rhythms, and shadow mapping to establish structure, flow, and clear lighting before adding final details.
Portraits


June 30 Challenge - Day 1
Practicing Trek characters and attempting illustrating a scene from a book.

Daily sketch page, day 2
Trying to incorporate stuff I learned from portrait road. Drew my OC this time. Struggling with keeping face looking the same in all angles (and fail :x)

David
One thing I constantly struggle with is rendering it always feels as if I’m missing a step or theirs a gap between my knowledge. Feel free to critique my lighting, shading, and etc.

Day 2 Jacqueline's Sketchbook
A Knysna Turaco bird in Art Nouveau style

Mermaid
Made improvment of the hands.

WIP Jay Enhypen
I am struggling with capturing his face from my refrence, I made a mistake with choosing my reference a bit, I chose the refrence pose where the face wasn't fully visible and used other refrence for his face so I had to adjust the face angle and how he is looking at the viewer which led to facial structure changes, I can't add my reference in this site because it doesn't support more images. I want you to help me with how do I make look more like Jay.

Page 2 (day 2)
Page 2 (day 2) Trying to be consistent with the challenge. In this drawing, can someone teach me how to make simple backgrounds? ( Other adivces is good too!)

2 sketchbook page
Some arm studys. I wanted to practice the anatomy for the ice arm of the eleven archer character

About linework in general
I finished it by adding this little walrus imp thing. I believe this is currently the absolute limit of my abilities. If there is anything to improve in this i am currently blind to it. I see this as a problem, since if i do not recognize my mistakes i cannot improve further, therefore if anyone can poke holes in this it would be deeply appreciated. Or maybe i should just start learning values already, since linework is kinda the only thing i've ever done.