View Poll Results: What game critters work for you?
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May 19th, 2011 #1
C.O.W. #213. Game Critter Quadruped (and variants) - VOTING!
C.O.W. 213 Quadrupedal Game Critter (and variants)_Voting!
ROUND #213 VOTING
Topic: Quadrupedal Game Critter (and variants)n
Deadline for the voting: 1 week.
Round Requirements (Should be read BEFORE voting):
- The creature must be quadrupedal
- The creature must have 3 variants which are distinctly different while maintaining the same overall design
- The creature must be presented as a design and not as an illustration (as little background as possible)
- The creature must look like it would fit in a 3rd Person action game
Last edited by Si_Swe; May 26th, 2011 at 12:53 AM.
Hide this ad by registering as a memberMay 24th, 2011 #2
The Cerusaurs most distinguishing feature is its massive skull, which could reach up to one third of its total body length and featured a large set of flattened horns, two long horns along the sides of the head, a powerful jaw and a spiked tail. Found in lava, poisonous marshes and graveyard environments, the Cerusaur is large and yet is very silent and can reach high speeds very quickly and would basically ram with deadly power and depending on the environment in which it is encountered, it could cause extra lava, poison or soul damage to the player.
- My Artwork! -
May 25th, 2011 #3
May 25th, 2011 #4
Concept: Hornus Impaleius
This diverse beast is known for its resilience. That, and leaving large holes in its enemies.
Poisoned Marsh: Locally known as the Green Charger, this beast habours many toxic and rare plants. Many a horticulturalist has fallen trying to get a closer look.
Ice Cavern: Tribes call it the "Woolly Wanderer", as the animal searches the icy wastes in hope of finding caves in which to rear their young. They are very territorial, but make exceptions for those carrying lots of fish.
Shadow Temple: Reared from birth to be a loyal and ferocious servant, the Doomhorn is a tenacious enemy. Ridden by shadow priests, who cast spells from it's back, the beast pounds intruders to mush. Shadowy mush.
Last edited by Jää; May 25th, 2011 at 05:42 AM. Reason: Adjusting image size
May 25th, 2011 #5
Asimoles are creatures that can adapt to their surroundings by storing pieces of the environment in their body. This will eventually lead to the asimole taking on physical aspects of their habitat. They are aggressive pack animals that are known to hurl projectiles from their mouth and swipe at opponents with their large claws.
May 25th, 2011 #6
Artist: Whiskey Sour
The Karenos are native to many environments, each with a different survival characteristic. They travel in packs, but hunt alone making them vulnerable to poaching.
May 25th, 2011 #7Registered User
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Omnivorous creature that likes fresh meat in its diet (besides graveyard version which has a taste for brainzzz). Deals blunt physical damage and attacks in small groups (4-5 specimens) with one alpha critter which deals additional damage characteristic for game lever (fire, ice, nature, spirit).
Depicted variants: ice cave, graveyard and poison marsh
Last edited by brambor; May 25th, 2011 at 03:26 PM. Reason: attachment manager errorMy sketchbook Crits and advice highly encouraged!
May 25th, 2011 #8Registered User
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The Deathstalker can be found in groups of 2-3 and its variants all have a basic forward piercing attack.
The Graveyard version has the highest toughness and will come at you head on in a rolling attack by balling itself up and then relentlessly attack with its forward piercing attack. Once defeated its body will collapse in a pile of bones but then will come back together to be reanimated one last time before they are defeated.
The Temple of Shadows version moves incredibly silently and can "phase" pass through shadows to reappear in different areas. It prefers to phase behind its enemies and attack from behind.
The Poisoned Marsh version prefers to keep its distance and spits venomous chlorotoxin at its enemies dealing poison damage.
May 25th, 2011 #9
Artist: logistic puppet
Concept: omniorb hybrid
Roughly the size of a fully grown human adult this foe presents a worthy opponent to any challenger. The creature can be found in the deepest depths of its chosen environment and once it has seen its prey, it will not stop its opponent is defeated. Its long limbs mean it is able to grapple various surfaces and gives it an edge over other rivals. Beware if travelling alone, because the Omniorb is always watching and waiting.
May 25th, 2011 #10
Artist: Rob Powell
When wading throught the poisonous marsh, be wary of an extremely dangerous predator. The Venom Crags are highly aggressive and travel in small packs, often camouflaging themselves within the marshlands to ambush prey. Avoid their toxic tail stinger as it can cause poisoning that drains the player's health in a fast rate.Be sure to stock up on antidote before entering the marshes.
In the depths of the Ice Cavern are several beasts that guard it treasures. One of which are the Frost Crags. Ususally found as lifeless frozen statues, they will reanimate in the presence of intruders. Their Icy breathe can freeze the player for a short time and leave them vulnerable to the frost crags ramming attacks.
The graveyard is a haunted place, plagued with the undead. Ghosts and ghouls roam the anciant cemetary, but there is a threat far greater than anyone imagined, do not enter the graveyard if you are not well equipped, for the Undead Crag King's tomb lies in the heart of the Graveyard.
May 25th, 2011 #11
Concept: Quadruped creature for a Diablo-like Action-RPG
Heavily built "mini-boss" type creature found in-game.
Concept: Atlantis - Creaturetype: Animated Magic - The idea here is to depict a unit having the "guardian" role of many areas. Following certain events in-game would lead to situations encountering this durable and hard-to-beat creature. Often followed by lesser minions or two-three of its kind depending on where encountered.
Facing one alone would prove a challenge and a killing of it would result in promising rewards.
Concept: Icecavern - Creaturetype: Natural - Here, the idea is to have a 'normal' type creature - an animal adapted to the environment its living in yet still make it a challenge with rewards worth the encounter.
Concept: Temple of Shadows - Creaturetype: Demon - This unit would have the role as a "I really don't want to face this right now" unit. Summoned through dark magic by a number of [black magic mages] these demonic entities are tough to kill and very dangerous. Can also be found naturally in certain "dimension" areas [areas where the demonic realm leaks into our world] within the temple, where the player will find greater rewards but also face tough challenges
May 25th, 2011 #12
Concept: The Colossumn
The Graveyard Colossumn steals the lifesource of all opponents,
storing them in it's massive body as a form of energy. Attacks
comprise of the use of a putrid, toxic gas from various portals,
however it is best to avoid the head at all costs as its belching
capabilities create a swath of the deadly mist.
The Lava Colossumn is a force to be reckoned with, exuding its own
sweltering temperatures as well as it's ability to expel a violent
torrent of liquid lava from its jaws. Aside from its head, the tail
should be avoided.
The Ice Colossumn will readily bellow a freezing frost over any
opponent causing severe damage. Touching the tusks should
also be avoided as well as the tail.
Last edited by Ahkahna; May 25th, 2011 at 09:29 PM.
May 25th, 2011 #13Registered User
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The Gulper (and variants)
Artist: Daniel OGuin
Concept: The Gulper
In my comps I drew up, this was my favorite. Any suggestions are greatly appreciated!
May 25th, 2011 #14
From the Gates of Atlantis to the Temple of Shadows itself, the Plague of Disharmony has twisted and distorted the creatures of Aerth.
One such creature distorted is the Aliama.
Graveyard Strengths- Undead endurance, fearless, entangles, diseased. Weakness- Slow, flamable, clumsy.
Poisoned Strengths- Fast, poisonous, camoflaged. Weakness- Vulnerable to cold, skittish.
Shadow Strengths- Phasic, draining, strong. Weakness- Aversion to light.
Last edited by lkjhgfdsa; May 25th, 2011 at 10:10 PM. Reason: nunyaThe word ‘anarchy’ comes from the ancient Greek αναρχία in which αν meant ‘without’ and αρχία meant first a military ‘leader’ and then ‘ruler’. Anarchist society is one ‘without rulers’: a classless, non-hierarchical society.
“You need people like me.
You need people like me so you can point your grubby fingers and say, "That's the bad guy.""
May 25th, 2011 #15
Concept: The Devourer (a.k.a. Body Bank)
Note: This is a traditional piece is done with watercolors, gauche, and micron pens.
Heroes watch your back! Or rather, watch that trail of bodies you leave as you clear the levels, for the Devourer lurks among the trees and under tombs, waiting for a fresh corpse to eat. While normally a weak creature, if you aren't careful and allow it to consume bodies (be they enemies, fallen allies, or civilians), it will grow stronger in both its armor, attack, and abilities. It can hold up to four regular bodies at once, or a couple of larger ones.
The method of digestion is like that of an elevator in it's midsection - the newest corpse is in the bottom of the belly area, and the oldest is on it's back. Once digestion is complete, the corpse will pop off of the top and become a revived, undead version of its old self. So a hero must deal with these pests before they get out of hand - and never let them consume the corpses of the powerful! It can digest things like mini-bosses and strong allies, such as angels, so watch out!
Last edited by Pat Thompson; May 26th, 2011 at 12:11 AM. Reason: resize pic
May 25th, 2011 #16
As burrowing scavangers Ankylomoles have found homes on various levels in the game
Last edited by ChromaticCodex; May 26th, 2011 at 12:04 AM. Reason: formating
May 26th, 2011 #17
You will find this aggressive creature and its many adaptations all over the planet. Systems state that it is of medium size and can be dispatched with shots to the head or spine. Proceed with caution.
May 26th, 2011 #18
this species living in Ice cavern , poisonous marshes and Lava environments, it is still unknown!
May 26th, 2011 #19
Not cuts this week.
Close to rejection this week:
ChromaticCodex - The designs are a little bit too different for my taste. Upon inspection they appear to be very similar with differing poses, and I realize that pose etc. remaining the same was not in the brief so I allowed them through.
I will post crits tomorrow...
May 26th, 2011 #20
Very much torn for who to vote for. I could easily pic fve but I had to pick just one...Migsta gets 1st prize, Jaa 2nd, lkjhgfdsa/DefiledVisions tied for third, Ahkahna 4th or 5th which ever way you sort it out...Good round everyone!
And now my easily ignorable crits...
@Migsta: These are very awsome concepts here, especially like the graveyard variant, looks like the rendering needs a little more of a push in some places, but it's no big deal, Good Work dude, got my vote!
@KleeWyck: A very neat concept. The anatomy is a bit iffy in some places, such as the musculature on the hind legs and the feet have no wrist/ankle joints. Also adding some brighter highlights would give the creatures a tiny bit more volume.
@Jaa: Great designs, one of my favs this round. The legs are little confusing, it seems like the creatures are lifting both legs on one side, if a creature was to do so they would be leaning more on their other legs. But great work looing forward to seeing you in future COW's!
@Kinkoti: seems yo plummeted to the botom of the list but I'll speak here anyways...I like the stylised heads of these creatures, reminds me of chinese dragon statues in a way. The rendering still needs a bit more work in some places. Some of the texturing in a few places seem to overshadow the form as well.
@Csumlin: You have a pretty neat style, using cell shading and all. I do notice you have very minimal shadow work though, maybe push it just a little bit so the form is expressed a little more clearly. And the colours on your poison creature seem a little bit under saturated.
@Whiskey Sour: Interesting concept. I don't see much characteristic tying to the poisoned marsh though. As for the Cerberus-like design for the Lava world you should consider the head positions because they look a little to tightly packed together, the head closest to the viewer should be pushed a little closer to the right and the head in the back is a bit too hidden. I also notice the colours on the closest head the colours are more saturated than the rest of the body, making it seem very out of place. The shadow design is the strongest design of the three, but I'd recommend looking up some refereces for canine skulls because the anatomy of the skull needs some improvement.
@Brambor: The colours on the marsh creature looks a lot better, I do have to point out that if these guys are omnivourous they need something hunt their prey with, like claws and teeth, and a wider mouth which is better suited for biting on their prey. Doesn't need to be overboard just enough to show that they can be predators as well.
@Blankstate: Some nice concepts that have been rendered fairly well. I can definitely imagine these guys pissing me off in a game. The shadowy regions seem a bit dodgy, and could probably use a little extra attention so they don't look too flat.
@logistic puppet: Some pretty cool designs here. I noticed that you used different (although slightly) poses for each variant, which is something I was thinking about doing but was too lazy to do it. I like the texturing on the marsh variant, but not so much for the shadow creature. I feel like your design could use some extra elements though. Perhaps some fire, poisonous gas, shadowy vapour rising from the creatures hind quarters, just to give it that extra link to their environment, cuz atm the are just different colour from each other with some different texturing.
@DefiledVisions: As I expected you have some awsome designs here. The hind legs and tail don't have as much detail as the front of the body, but that just me finding something to pick at. Liked to see these guys in colour, but you captured the values well so the design still shows nicely.
@Ahkahna: Really cool designs, reminds me of some Final Fantasy boss monsters. One thing I notice in terms of the design aspects is that I believe the Lava creature should have some horns/tusks or maybe even one large horn protruding from its nose, so it can better match its counterparts, that's just my opinion though. Anyways good job.
@Doguin: Yawn! lol.. neat idea, making the creature itself the graveyard. Overall there is some great texturing going on. The renering looks a lttle unworked compared to your last entry, but it's not a big deal. Nicely done.
@lkjhgfdsa: Before I say anything, I like your name, it is very easy to spell! Anyways, As I've stated a couple times before these are some really cool creatures, my fav of course is the Graveyard creature with it's psychotic smile and axe in the head. unfortunately the bipedal design suits them better because their body structures resembles the Ornithomimid dinosaurs very closely. The scale patterning seems a little awkward the way it just transitions itself to just the skin, to me it would look better if it was fully scaled (or partially scaled, along the belly maybe) or no scales on the head.
@Pat Thompson: Well I don't see too many traditional works here, but then again digital painting is a lot more convienient, and not as messy. Anyways, the anatomy on the creature looks a little confusing, but that could be because of all the stuff sticking out of it's skin. As for the bottom piece, I'm assuming it's for the Shadow Temple. I think it needed a bit more darkness added to it so it fits in better with the shadow temple. I think you could have benefitted from doing a bit more sketching before doing any painting because it' a good idea but I feel it could've been executed a little better in terms of the design.
@ChromaticCodex: Some interesting looking creatures here, although it isn't terribly obvious what environment they are from, but I believe; Graveyard, Marsh, and Ice Cavern? Some of the edges here are looking a little fuzzy, especially on the creature on the left. Although for some they look very different, they do resemble eachother enough to be the same creature; like the way midgets (I mean little people...srry), and Sumo Wrestlers differ, but they are both still humans. Make more hard edges so the surfaces on the creature are more separated from other surfaces. I'm guessing you we're getting tight on time, because as I look at it a little further it seems that you were in the middle of painting over the linework on the one creature.
@McGhoul: First thing I'm pointing out is that the anatomy is a little awkward, do some studies of animals and other creatures, also the webbing on the Atlantean creature are connecting at the claws, which never happens unless the claws are cover with skin, for webbed feet and fingers, first of all you need some phalanxes the claws are coming straight from the knuckles, second the webbing is connecting to other digits at the skin it may or may not cover all the way up the webbing is never connected directly at the claw. The pose is looking quite stiff as well, the forelimbs show no sign of them bearing any weight on them, and lastly the rendering still needs to be pushed a little further because the creature is looking very flat, take a look at there hind leg in the back, it looks like it coming from the creatures stomach and not from behind.
May 26th, 2011 #21
Great round everyone! Loads of good entries, but alas, only one vote, so DefiledVisions got mine So, now onto the general feedback -
Migsta - Very strong entry. Each creature has a clear visual identity, so you've met the brief well. I do feel that perhaps the pieces are a little too reliant on glowy effects; just personal taste.
KleeWyck - Nice concepts, which perhaps could have been set off better by a darker background, as white tends to overpower everything. Also, perhaps a more dynamic pose could have given them more energy. But generally very good
Jää - L2play d00d, srsly.
Csumlin - Lovely lineart, and cell shading makes your piece stand out in terms of its style. I do feel that perhaps the creatures could have been given more differences - horns, feathers, fur etc, and the colours seem a bit washed out (probably not helped by the white background). However still a cool piece with easily identifiable environments.
Whiskeysour - I'm going to sound like I'm contradicting myself here based on the feedback I've just written, but the backgrounds seem -too- akin to that of the creatures - they tend to almost blend in, which you don't want. The design itself is a little too close to that of a standard dog for me. All that said, the painting is of a great quality, so it's just a shame that the aforementioned areas are letting it down a wee bit.
Brambor - These creatures have strong identities and clearly belong in the environment you have destined them for. The rendering seems a little soft - some bold, hard edges, especially on the head, would add strength to the piece, imo. The designs could also have had a little more flair, to make them stand apart from the other entries. They look cool though - good job.
Blankstate - Cool designs here. The entries seem a little mono-colour-tone throughout; Some stronger colours with nice contrast would have helped imo. I'm not too keen on the shadowy wisps coming off the shadow version - they're too dark and look kinda out-of-place. Looking at the WIP thread, I do like the thought you put into their unique mechanics, although maybe this could have been conveyed better in the final images. A strong entry though
logistic puppet - A neat design. However, there just doesn't seem to be enough variation between the three. There are differences, I can see, but they're not pronounced enough, so at a distance it could be mistaken for simply a hue change. I am digging the floral details added to the PM version - looks very nice. Nice work.
Rob Powell - A sweet concept, and I like the size changes throughout - a nice touch. The PM version is the strongest to me, as it stands out from its background and is vibrant. The IC version tends to blend in a bit, and the Graveyard version seems a little dull - some more contrast in terms of shadows and highlights could have brought them to life a little more, maybe? Nice variations though - you've hit the balance between similarity and variety well.
DefiledVisions - Even without colour, the strength of your design and values really sells your idea. Gotta say I was looking forward to the colour, but alas, if you don't have the time, you don't have the time. I really like the variations you've incorporated into each beast, epecially the Atlantis one. I was also wanting to see how you'd go about shadow without purple, as I confess to being weak and surrendering early on in that regard Still awesome, so you got my vote
Ahkahna - A cool, majestic design - I'm sure it would be very impressive to behold in a game, although binoculars may be needed to see the top It is a small gripe, but I think the sheer size in the game would make the creature hard to appreciate, as we would barely be able to see past it's feet, unless some flying ability was granted. The lava is my favourite variation, as the painting of the lava has been done really well. Some more realistic shadows and highlights would help a lot imo, espeically with Mr Ice and Mr Graveyard, which are lacking that contrast.
Doguin - A nice design! Would have been cool to see it evolve in the WIP thread I commend you for not using green in the PM version - you have pulled it off well! I prefer this looser style to that of your Faberge Dragon, actually - more energy to it. This would have gotten my second vote, had I one
lkjhgfdsa - Looking good! As Rob said, the creature would suit being a biped more, but it still works overall. Sweet variations too.
Pat Thompson - I still find this design somewhat confusing, what with all the arms and such. I am also finding it pretty difficult to determine which creature belongs where. I'm guessing the one with the log in it is PM, but I shouldn't have to use the environment for cues. It's also very contrasty - very dark shadows between all muscles, and very bright highlights on top. Nice use of traditional media.
ChromaticCodex - Nice designs and painting, but they are a bit too different to fit the brief, imo. They look to be somewhat related, rather than variants of the same thing. A nice job though.
McGhoul - Anatomically a bit iffy, but the variants have a clear identity. Keep working on nailing the pose and structure of animals generally and you'll get there.
kinkoti - A much improved pose Nice work with the variations too. More practise with painting and your work will be well on its way to standing out.
May 26th, 2011 #22Registered User
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Really good stuff from everybody! Awesome round! My vote goes to Migsta. He really nailed it from the beginning imo. My approach to this challenge and what i think the basis for voting should be on the design and functionality of the creature as a "Video Game Critter". If it were a giant boss or miniboss or even large animal I might have voted another way. Critters are generally small. Migsta's entry is also very practical for real world game development of taking a base model and building from that as opposed to any major changes in physiology. Thanks to Jää and Rob Powell for your input but I didn't approach this as a rendering contest. Also really liked yours Jää but thought it was a little large to be thought of as a critter.
May 26th, 2011 #23
The Flame Arbedakkedis dwells in a vast network of volcanic caverns. Being fiercely territorial, it will use its developed sense of smell to track down any unwanted visitors and dispose of them quickly and brutally. Boss type monster.
The Swamp Arbedakkedis is a docile giant that wanders around the marshlands, slowly eating low-hanging branches from the willow trees and living in synergy with many smaller animal species. It pays no heed to adventurers running on its back, trying to reach tree branches to access different areas of the perilous environment.
The Shadow Temple Arbedakkedis dwells deep in the pitch black forgotten caves that make out the lowest level of the Shadow Temple. Being nearly blind, it uses the luminiscent crystals that has developed on its body to navigate. When passing through this area of the shadow temple, following the dim light emanating from this beast is a good idea, in order to avoid the mile-deep chasms that dot the place.
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May 26th, 2011 #24
DefiledVisions: Man I really need to see those bad boys coloured!
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May 26th, 2011 #25Registered User
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This round is even better than previous one and I am simply unable to choose my favourite entry, so I resign from voting. Great job everyone!
Migsta: I love your piece, especially the way environment is incorporated in the design. I'm a big fan of marsh version.
KleeWyck: Crazy idea, very unusual and innovative an well rendered, though I don't like feet, this whole big and heavy animal looks like it's stepping on its toes. Nevertheless, good job!
Jää: another very good one, poison and ice (nice texture on the horn) seem a bit better than shadow one to me. I love what you did from colours.
Csumlin: nothing much to crit here, very clean design and nice variations.
Whiskey Sour: they seem a bit lost in a background, more contrasting one would help bringing them out. Also the right shoulder could be darkened to hide it more behind chest as well as the right head in lava version (or oriented in a different direction).
Blankstate: nice rendering! I would blend those black lines in shadow version a bit, because now they stand out too much, like something painted over and not a part of a creature.
logistic puppet: stalker! It seems to me that you've put most heart into lava world, because it has best rendering (and a very wicked smile ). You could work more on the paws though.
Rob Powell: very nice design, the environment is clearly defined, but they seem to me a bit, hmmm, flat? I don't know however what kind of feedback to give you because I struggle with it myself and I'm almost always defeated.
DefiledVisions: hmm, this is awesome? I would love to see it 100% finished.
Ahkahna: I'm a big fan of yeti and lava critter. Those spikes and horns + clear saturated colours just where they need to be. Great!
Daniel OGuin: Nice! Love it. I think you've tried to get away from stereotypical view of ice creature, but for me it's not icy enough and I can't identify it with this specific kind of environment. Graveyard and poison marsh are spot on!
lkjhgfdsa: lovely variety and fantastic rendering (as usual in your works). You've clearly showed how the same design can be changed through some modifications.
Pat Thompson: neat idea for a game critter. I think you should have depicted a devourer without any corpses in it, just to show the difference.
ChromaticCodex: you had great lines, but imho they are to different to be variants of the same critter but besides that you've managed it quite well. I like the middle one most (those antennae won me) and you could have tighten your rendering. I think this pic has a potential and you should push it further.
McGhoul: as it was mentioned before, anatomy is a bit awkward, but you've put effort into defining in which environment they belong.
Kinkoti: nice details and textures, especially on the one from poison marsh.
My sketchbook Crits and advice highly encouraged!
May 26th, 2011 #26Registered User
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I just found out about COW and joined the forum just to take part. I spent WAY too much time today sifting through a lot of the older weeks (only got half-way through!) and I am super impressed so far.
Lots of great stuff this week, but my vote goes to KleeWyck. I can really envision those beasts tramping through their environs and bearing down on us hapless players. Also, I love how the core design is identical, but the spin given from the three different environments makes them feel totally distinct. Good job!
May 26th, 2011 #27
Thanks for all the crits guys! Its obvious I need to work on Anatomy , Pose and my darks for next time (i just noticed I have no defined shadows d'oh) I also painted over the claws for the webbing and turned them into fingers but didnt have time to finish.
Had to vote for Migsta I could easily see his creature in a Blizzard game and I dig the supernatural feel to his creatures. Thanks again guys and great round.
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May 28th, 2011 #28
sorry these are abit late, also thanks to everyone for your comments and crits, they are all greatly appreciated!!
migsta Nice one dude, they read well and are good designs! Possible suggestion would be to get more textures in the lava and graveyard designs because the skin looks abit flat and air brushed on them atm. My fav is P.M, again good job.
Kleewyck Nice variety in designs, well done. I think some experimentation on the creatures pose would have perhaps given your creature more character and style. At the moment its pose is abit stiff and would have been cool to see more of the creatures design from different shots. Also, i think the belly of your lava designs attracts to much attention away from those cool legs, tail and shoulders. My favourite is the shadow design. He looks bad ass! ;D again, good job!
Jaa Very nice!! Great variety, rendering and I like how you've presented them. I think the only possible crit I can find is that the shadow design feels abit out of place compared to the other two. I think that there might perhaps be too much glowing parts and colour in the skin for it to read shadow, if that makes sense. The orange and green on the P.M design....
csumlin Cool creature and nice variety in your designs. I think the shadow creature could perhaps been given more 'darkness' to perhaps push that shadow aspect. Kinda feels more like a ice creature to me atm. You've got an interesting style and you made these creatures feel like game creatures. I think you could have sold your designs further if you had experimented with the background abit also. I know the brief was to keep in simple but if you check out other peoples entrys you'll know what i mean. A tip for the future, depending obviously on what your drawing, would be to present your design on a grey background. It gives your design more depth and makes them stand out more. White can be overpowering because its so bright. Also knocking a hint of colour in your grey can change the feel and mood of your design dramatically. Play around with compositions and backgrounds in the future and see if it helps.
Whiskey Sour Nicely presented concepts and nice designs. I think the P.M doesnt read well at the moment. Theres nothing in your design which suggests marsh as such and i think it resembles a dog too much at the moment also. The head on the shadow design could use abit more work too because it doesnt seem to match the rest of the design. Saying that I do like the rendering of your creatures and they have alot portential, I just feel there could use abit more time spent on them.
Brambor Nice designs! I like the pose of your creature and they read well. As I said to csumlin, my personal opinion is the white is too overpowering and drawns attention away from the design abit. A nice light grey with a hint of colour would sell your design more i think. Also getting some more textures in the creatures skin would give them more aesthetic and mood in terms of the environment they come from. Perhaps say a cold hue coming of the ice creature, or a poisonous haze from the lower design would enhance your designs abit. You did a good job regardless, these crits are only minor, well done.
Blankstate Very unique design, i like it! Nicely presented also. I think the grey design (graveyard) doesnt read as well as the other two. Theres nothing in it to really suggest 'graveyard'. Also, although the other two are cool designs it would have been cool to see abit more variety in terms of actually anatomy. For example, more teeth, or different skin depending on the chosen environment, more spikes etc etc. Still a good entry, i hope to see more unique designs like this in the future
rob powell Good job dude! I'm seeing improvements in your entrys every week. Its also easy to see you spent a good deal of time and effort on this so again, well done! And also, don't go thinkin your crits are ignorable mate, they are valued and very much appreciated so thanks. Now to repay the favour. I think the designs themselves are good and they read well. Graveyard one looks bad ass. I think checkin out textures would help designs and the values of different textures. Try experimenting with overlaying textures with different settings with the opacity right down. Its a nice way of bringing abit of depth to your designs and also can sometimes bring ideas and effects to your design you didnt think of previously. Also i think the perspective of these creatures is abit off in areas. For instance the tail on the graveyard monster. Its making your designs feel abit flat so thats something to study and practice in the future to further enhance your designs. Look forward to seeing your future stuff, keep up the good work
Defiledvisions Good job as usual. You won my vote. Those thumbs you did during the week were cool and very inspiring. I think you made the right decision going with the bulky creature. Possible crit is that its hard to read what chosen environment there from. On the other hand I admire that you didnt run with stereotypes like 'make my creature blue for water' etc to sell your designs. Also i find it makes them more interesting because it leaves more for the imagination to make up as to this creatures role and purpose. On this basis you won my vote, not forgetting awesome rendering, style and actual creature designing. Good job dude
Ahkahna Very cool design! I love the variety and detail of each design. Just a personal opinion but i think there scale might be abit dramatic lol. Just cant imagine them being that big. Also i think the front foot is abit off in terms of perspective. Part from that i cant find crits sorry. Im really diggin the lava and snow creatures the most. Good work, hope to see you in COWs more often
Doguin Creepy design, i like the idea. I think perhaps seeing this creature in different shots would have been cool. The mouth is a cool idea but its kinda tough to work out what kind of creature this is. I think seeing different shots and poses would sell the creatures concept more and also explain visually how its head and mouth work and what its doing. Does it eat its victim? Or is it being sick? Or yawning? These are all aspects which obviously determine what kind of creature this is. I think each design reads well and i like your rendering. Good work!
lkjhgfdsa Awesome design!! I'm going to have to apologise because i'm having trouble finding crit for your work. Your skills are lightyears ahead of mine so its tough for me find stuff wrong with your work lol. I guess the only reason I didnt vote for you was i felt Defiledvisions did something abit more 'out of the box' in terms of how he sold his design and i admire the fact he went against typical stereotypes with his creatures. Your designs read well, are very original, beautifully rendered and well presented. Good job, i look forward to seeing your future works
Pat Thompson Cool to see a traditional entry! I think its tough to see which environment each of these designs are from. Its odd and abit confusing how you've presented them also. The two at the top are very similar yet the bottom design is very different. The idea behind the creature is cool, how it digests victims to become stronger, but this doesnt match the brief as to the different environments it inhabits. Perhaps it would be cool to show the creature relatively small and in a certain level, then it increasing in size and mass depending on its chosen environment. Also check out the perspective and anatomy of the creature your designing. Have a look at dogs and how their muscles work and other creatures from nature for help. Look forward to seeing more of your stuff in the future and i hope this helped. L.P
ChromaticCodex Cool creature designs, i like how you've presented them also, the mix of poses is cool. It also reminds me of the star nosed mole, a weird and cool creature. I think the actual variety in these creatures is abit limited. Its tough to read which environment these are from part from by the colour of their skin. Perhaps abit more variety in the design of there armour/skin would have helped the design. e.g, more spikes or worts, patterns etc etc.
Mcghoul Very evil looking creature. I wouldnt wanna fight that thing ;p You've done a good job in matching the themes with the creature, they read well. I think the weaker design is the graveyard. The back end where its missin its tail looks abit odd and i think you could have done more to further push its design. (Played woth different colours, made it more corpse looking etc etc.) The texture of its skin looks abit flat also. Perhaps checking out values and lighting of different surfaces and textures will help you with that. Would have been cool to see scales on the atlantis design, and perhaps more rock skin on the lava one. Keep up the good work dude, hope to see more of your design in the future.
kinoti Good job on the designs, they read well and are well painted. I think the weakest part of the designs are the head and eyes. I'm getting confused as to what kind of creature this is. Is it a enemy you have to fight? Because it looks tough, spiky and menacing in its stance, or is it a companion, or protagonist? Because its eyes kinda look soft and human. Perhaps more dramatic lighting would be cool also, to further enhance the texture of its skin. My favourite is the lava one. I like how you've painted the skin and the textures. Good job, over all a good entry
Thank thats everyone, hope these helped.