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Grooveholmes
August 22nd, 2002, 02:47 AM
Comments suggestions?
I started painting this today from my sketchbook in PS7.
I'm really trying to get used to using color again.
http://www.joshball.com/forums/conceptart/GFSwip/images/index.jpg
he may eventually become a 3d character.

nacho
August 22nd, 2002, 01:23 PM
the colors are pretty nice, but the pic is very blurry right now. try to tighten it up some more?
oh and he doesnt look much like a demon more like some kinda wonky gremlin. make him more evil!

Grooveholmes
August 22nd, 2002, 04:46 PM
Ok, not much of an update but here it is...
http://www.joshball.com/forums/conceptart/GFSwip2/images/index.jpg

I'm playing with many different variations of this guy.. This was painted in photoshop so yeah I have been pretty limited with options. Think I'll start it over in Painter.

rubygenesis
August 22nd, 2002, 05:15 PM
i agree, its eyes are too friendly for a demon:doh:

Grooveholmes
August 22nd, 2002, 05:30 PM
I think it was better before I tried to paint on it...
http://www.joshball.com/forums/conceptart/GFSwipP/images/index.jpg

Grooveholmes
August 22nd, 2002, 05:51 PM
Thanks for the crits...

More Evilness it is... :evilbat:

I'm trying to come up with an evil gaurdian type character for an animation on my reel... this guy looks like he's trying to be wise or intelligent or something... Maybe his character should have a touch of that feel, but i agree. He's got to be menacing. Something you wouldn't want to !@#$% with. He kind of looks like he'd rather play a game of chess with you right now.

Back to the drawing board.

:chug:

Grooveholmes
August 22nd, 2002, 10:34 PM
Brought it into Painter now.
Going a little different direction.

http://www.joshball.com/forums/conceptart/GFSwipP2/images/index.jpg
:bash:

Grooveholmes
August 26th, 2002, 02:50 PM
How does the last image.. the red guy look on your monitors out there? I ask because it looks great on mine here. But I went to a couple of different friends houses and it looked like shit. Way too dark, looked like a dark smudge and I couldn't make out any texture or detail.
Aaarrrgghhh. Need some type of standardized setting.:o

rubygenesis
August 26th, 2002, 04:31 PM
looks alright on my monitor, im on a MultiSync FE 950+ i can see all the textures. it might be poor lighting on the others.

KChen
September 3rd, 2002, 11:13 AM
Cool creature. Here is some notes that might help to get the design read better in a distance:

http://www.imagewiz.net/images/kchen/imagewiz59103.jpg

SHAPE. It overall shape of the character should help to create the mood and feel of your character abstractly. It is the first thing we read before details. You can also use it in your advantage to interesting image (a little girl with a deadly sillhoutte). It makes you think twice or tell a story more about a character.

FORM. Think of the head as a simple mass and wrap the details around it. I always try to create overlaps with facial structure to pop out more form.

LIGHTING. shade the head with a gradation of a ball to create more mass. Definately need to be aware of the light source, believability depends on it. Usually the light side is flatter lid due to the strong light taking over, washing out details. The same with Shadows. You will find the most texture info (small light & shadow shapes) at the core, which helps nicely to pop out a corner for the form. FLAT>TEXTURE>FLAT

In design class, we are always taught to organize details in big shape, middle shape, and small shape. For example: the skull/horn can be the big open space, the brow, cheek, horn sections can be the middle shape, and the details at the eye and the tip of the horn can be the little shapes. The reason behind this is to create contrast to stage up details that you want the viewer to see. By keeping some big simple areas, you allow some breathing room for your viewer and it makes you details more detail by contrast. I like to suggest a little detail on the big shapes so the viewer can imagine the details in their head. Which involves the view into the exprience more. It's something I try to do all the time in my designs & figure drawing to create the illusion of more detail when there isn't any.

Sorry for the log winded post. Plese post more as you Progress :)

Fozzybar
September 3rd, 2002, 12:52 PM
WOW Kevin!

I LOVE the way you are posting crits...everyone can see the things you say and it's evident...

Your scribbles are great and would be cool artwork itself ;)

THANK YOU!

I think all of us appreciate such kind of feedback to a posted image! :nod:

Mr.Magnetichead
September 4th, 2002, 05:34 AM
Its a bit generic as far as demons go.

But still looks damm good:D

killing.people
September 4th, 2002, 09:37 AM
grooveholmes: the intellegence in the eyes. i think it might help make it look more evil when you loose the shine.

and kchen, gotam that is rad of you. and very helpful, i think i learned something .. ik . .ahk .. the .. pain? blood in the . brain - ahhh! * jumps into the nearest wall*

-killing.wall.paper

Grooveholmes
September 9th, 2002, 02:10 PM
Hey Kevin, thanks for the crit. I hold it in high regard.
Haven't got any additional updates to show right now as I've been struggling for the last few days on paper to make this character work in various ways.
I like what you said about the abstract view or silloutte being the first thing the viewer is confronted with. Its seems true then that this is the core of almost any charecter and a way to break away from a generic feel.


"FORM. Think of the head as a simple mass and wrap the details around it. I always try to create overlaps with facial structure to pop out more form."

Could you please elaborate on this idea?

Thanks!:chug: