Honest crit needed.Thanx
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  1. #1
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    Honest crit needed.Thanx

    I was thinking of the images below as portfolio pieces (for game art)... Its an idea for a game - monkey saves silverback gorillas from evil scientists.
    They are the best work I've done so far.
    Should I include them in?







    Last edited by stathis; November 20th, 2008 at 04:40 AM.
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    If they are your best work so far... of course... until you do better and can replace them. That is what a portfolio piece is. A place holder for something better.

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    Thanx.What do you think of the images?

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    I'm new at this, but some thing or two I say may prove useful. Take what you like, leave the rest.

    There's a few artistic principles I see that could get some loving from you:

    -Contrast to draw the eye, with hue, luminance, and saturation.

    With the first image, the lower left is the brightest, and the red on the floaty guns is ridiculously overblown and dominates the scene like nothing else. If you insist on having them so red (or even half as red) make them cast light on other things so they're not the only thing in the scene that's not orange or black. If you want the red light to look really bright, make the center closer to white instead of just straight red. Random google image: http://www.firework-review.org.uk/fe...005m-mines.jpg

    -More important things should be bigger.
    -Create interesting and recognizable silhouettes.

    The first image is all about the monkey and the gorillas, right? The gorillas come up close, but the only gorilla with an instantly readable silhouette is the last one in the line and the smallest.

    Also, if you didn't say it was a monkey I would have had no idea. I might have mistaken it for a discolored rock. He's very bright with that white spot on him, but I don't think it's enough to make up for his tiny size.

    -Perspective cues

    There's more than perspective lines that can go into perspective. One of the rules is distant objects lose detail. The most detailed objects in the scene are the floaty gun things. The furthest back one seems just as defined as the closest gorilla. They look kinda like they're floating above the animals, but if they're in front of everything there needs to be something more to show that.



    The second image has lots of fun with lights. I feel like the tiny interior rings of the machine in the middle need to either be more misaligned or perfectly aligned, though. It's front and center and doesn't feel polished enough.


    The last image is great. Tone down the blue in the background corners. Also, if someone was to build a 3D model off of it, they'd want orthorgraphic views -- straight front, side, top, etc views with isometric/parallel perspective lines. If those are common views as they'd be seen in the game (the monkey/gorillas below them, or above them in the rafters or something) then those are great views to render to show that.

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    Poiny Stick you have been more than helpful with your comments.
    Thanx so much!

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    Textures are the strong points here - love where you're headed with 'em.

    The perspectives seem a touch flat, and the human is pretty weak anatomy wise.

    I'm learning with Loomis right now for anatomy - great books, and an easy, conversational tone with the material.

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    Thanx Mini Goth! You're right on all your comments.
    I'm trying to learn from a book called the Atlas of human anatomy by Stephen Rogrs Peck. It's pretty informative...

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    I like the character's dome head, but think the guns are a bit bland.

    For the other ones you need to work on composition and keep an eye out for tangents.

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    The first image would work so much better if the monkey was at the front of the picture, leading the gorillas. I didn't even notice him until I read about him being there.

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    It does look like it is all over for the gorillas.

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