I like the design of the astronaut with the glass helmet! I’m imagining the weapon probably shoots colorful rays or something like that, hehe. First of all, you need to determine where the light source is coming from, meaning the direction of the light. Right now, the character is being lit from both sides as if the light were coming from two directions. Instead, think of it this way: if the light is coming from the left side (a 3/4 lighting setup), then everything on the right side should be in shadow. A very simple way to visualize this is to think in basic forms such as boxes, cylinders, and spheres. This helps you understand which side will be in light and which side will fall into shadow. For example, with the arms, previously the extended arm was shaded on the side that should actually be exposed to the light. If you imagine the arm as a cylinder, the left side would be illuminated, and the right side would be in shadow. Regarding the textures, try to study and analyze your references first. Sometimes we want to jump straight into painting, but we don’t take the time to analyze how things actually work, and because of that we don’t achieve the result we’re aiming for. Notice that in the reference, the inner colors follow the rounded shape of the glass; they’re not random. That’s the first clue: always follow the form of the object. Since it’s glass, also observe where the specular highlights appear. These are mostly along the edges due to light reflections. You can also notice a small glint between the tiny cracks in the glass, which also helps indicate the direction of the light. Finally, analyze where the edges are sharp and where they are soft. By doing this type of analysis while painting, you’ll be able to apply the texture from the reference to your design much more effectively, without needing to copy it directly. Hope this helps!











