some very cool work in here. I really like the design on mango and the warrior with the hammer.
If you wouldn't mind a suggestion. I think your pieces could be extremely improved if you would practice controlling the complexity in your illustrations.
Some of your rendering ends up entirely covering the figures or objects with the same amount of complexity, which is causing a complete lack of focus. If your pieces had point you wished the viewer to directly look at, you could then draw them through out the piece. Right now it is easy for me to look at the entire piece, and move on to the next since there is no guidance.
I hope my point is understandable, im not the best with art termnology
Davi, thanks especially, that's a really good suggestion. Controlling contrast is something that I've especially struggled with, ever since I started working heavilly with textures. I think I'll try experimenting with more "blank" spaces in my next projects.
For now, I have some more other stuff that I already did.
Your work is really great. Most of it reminds me of working with oil pastels- very chunky and blended. It isn't as energetic as I'd like (but that's because I know that the Mudkip is a pokemon). It isn't NEW and fresh, you know what I mean?
Really strong composition and presentation skills being shown here!! Your little animals are intensely adorable, too!! Things are looking great in here.
Your muted colours are working out well, but as a whole, is there a reason you don't stray normally into brights and darks and vivid colours? Davi also touched on something I wanted to mention about a focal point, or some eye-rest space, maybe a direction, a subtle guidance at how to view the action within the piece.
Keep it up, this is very good stuff.
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Part of a project for myself, will eventually be working up to sort of realistic videogame style character design. Different materials etc. Kessa is a knight/warrior character who rides a giant panther sort of creature.
Been staring at these for awhile now, and just making more... they're really really rough, and the figure isn't anything I'm keeping, was just something to hang clothes on. The ones with stars I sort of like, as a starting point.
Right now I moved on to a more finished pose for the turn around. Going to do the second wave of armor comps on that.
The anatomy is a little bit stylized, but I'm not 100% sure of her proportions. Will maybe have to see what she looks like once she's got armor on her?
Spent today working on hair styles, mostly... I kind of always pictured her as having rather short hair. It's practical, and can be worn under a helmet. I still want her to look feminine though. She is an active, warrior sort of character.
Oh, man. You have such great life in your work. That the sort of thing I really want the most in my drawings. I feel like I'm close to getting part of it, so your work is really inspiring to me. I'll be going into animation next year if all goes well with portfolio next month, so it's sort of like a look into the future.
"Skill is the result of trying again and again, applying our ability and proving our knowledge as we gain it. Let us get used to throwing away the unsuccessful effort and doing the job over. Let us consider obstacles as something to be expected in any endeavor; then they won't seem quite so insurmountable or so defeating." - Andrew Loomis