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:
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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.
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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.
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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
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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.
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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.
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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
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Cover Art Feedback
Can anyone help me out with this piece, environments are still hard for me and I wanted to do a landscape cover for board game box 1.Is composition pleasing or are there any mistakes that distract your eye imminently? 2.Value separation - are the planes properly separated to show distance? 3.Scale of the world - How do you perceive this zone in size small ,medium,big ,unbalanced, Not sure?

Cute-ify this Face!
Not sure if it's the eyes, the nose, the mouth or EVERYTHING but can't quite get this face pretty enough! What am I missing? I'm just moving features around randomly at this point.

The Heron Woman
GUYS!!! remember those heron studies i did not too long ago? Well, i turned it into an idea, a concept, if you will, and came up with this heron warrior. quite proud of it! what's more is that when she pulls down her mask, the bird's nostrils act as eye holes, making it into a rad frickin' mask! anyways, i want feedback. particularly on the rendering. i feel like i didn't take advantage of the heron's plummage texture enough, or like i was a bit carelss with my light source and cast shadows. but what do you all think? any other suggestions? please let me know!

Eternal Fight of the Wicked Part 2
Im the same creator of the OG drawing in the figure drawing section, I just decided to throw the drawing on a sketchbook app on my phone and play around with it. Feel free to critique it some fun ideas to play around with.

Feeling lost with values
I tried to create an illustration of Ichigori Ryu in a rain of dessert and I feeling quite lost when the rendering part came on. Like how do you choose if you need more contrast on the skin for example or less. It’s not finished but I would appreciate some guidance

6/7/26
Day 7

the lad and the neroh
I was studying grey blue herons today since i usually see them around my local lake and love miyazaki's films! Whilst doing these studies, i put on a peter han sketchbook tour for background noise, so that influenced my studies a bit with the observational notes and texture blocks and such. I also did 3d rotations, and even tried to figure out how the wing folded in. On either one of these things, how'd i do? Please let me know so i can push my drawings more towards that peter han skill level sort of direction!

6/7/2026
im having a hard time with constructer

June 30 Sketchbook Pages Challenge Day 7
I am happy with the pose and the objects around the character. The main problems I'm seeing in this piece are proportions. Firstly, the head is much larger than I intended, and it makes this character look like a young girl when I was going for a lady just getting back from work look. I had already drawn a face I was happy with and the hand felt believably placed on the head so honestly I couldn't muster the willpower to draw the head again at that point. I also think the left arm's above the forearm (do you call that an upper arm?) is short, and I am unsure about her right arm's proportions. I did spend some time fixing things in the construction stage, but I got hasty and did not double check when the figure was fully in, I actually extended the length of her right forearm by enlarging the elbow, and I think that helped. I could use some tips on dealing with proportions when dealing with dynamic angles. The one tip I already know I need is to fix all these problems in the construction stage!!! Thank you!