Eric's Art Thread (update July 5/ 2011 featuring inks bottom of thread)
July 5th/ 2011- It's been a while since I've thrown anything up here. There's not a lot to show that isn't under an NDA, but I can show some more inks. They're at the bottom of the page.
I've been on a Lovecraft kick these days. I'm really enjoying the inspiration you can get from his stories. The first one is of Cthulhu, of course. Sort of an iconic look on this one but influenced by Call of Cthulhu. The next one is a depication of a Night Gaunt from Dream Quest of Unknown Kadath. Went for a freaky look for this one. The following is of a Shoggoth, influenced by At the Mountains of Madness. The last one is another iconic style piece of Wyzard Whately, influenced by The Dunwich Horror
Last edited by Eric Lofgren; July 5th, 2011 at 11:57 AM.
Reason: Updates for Jan. 31/ 2011
So are these kind of your own interpretations of the new D&D races? Your warforged and dragonborn, for example, don't look quite the same, anatomically, as most of the other representations I've seen. I love your dragonborn, btw, as you are better than most at representing reptilian humanoids.
first off, love the podcast! second fantastic work! Great details and that ork vs elf action vignette is awesome!
For some constructive criticism: i think your pieces can benefit from some more dynamic lighting, esp. given the white background on some of the pieces. W/out some deeper shadows/richer midtones theyre kind of getting washed out a bit. Likewise and perhaps its just my preference, but on your characters w/chainmail/scale mail and the like, it might be a good idea to vary how you render them, as the light can hit them (the scales) at slightly varying angles even as they exist on the same overall plane. Likewise id suggest that you dont render each and every scale/draw each link of chainmail, choose your focal points and leave the rest in a more painterly/scketchy style where the viewers eye can automatically connect/fill in the pattern. Along with breaking up the space with straps and other costuming elements (which you did nicely on the female warrior) will only help to better describe the forms and shapes.
lastly, id say to just try to separate your surfaces a bit more as of right now they largely look to have received the same rendering treatment. I see the armor/metals getting a final push to a whitish specular highlight, but i think you can push it just a bit more, think more reflective. Likewise your flesh/skin tones can use a little extra orange/pinks/reds to help liven the characters up.
in any case, great work and I hope the above 10 cents helps to kick up the level of awesome.
"Everything must serve the idea. The means used to convey the idea should be the simplest and clear. Just what is required. No extra images. To me this is a universal principle of art. Saying as much as possible with a minimum of means."