I dig it. His hammer hand is getting lost against those rocks though. Push the overall value of the silhouette to possibly help it stand out better there? Or vary the texture treatment between the setting and the character a little bit.
Hey, Thanks for the tips. And I agree I am really going to have to do something to pop the hand. I like the idea about the texture.
I agree, the hammer gets lost a little. I think some haze from the bright lava, between the hand and the rock would push the rock further back and separate the two. Also, I think the creature looks just a little out of balance, as if it was tripping over something. Other than that it's nice, so keep working and make it even better. Good luck!
I agree about the hammer. Didn't notice it until it was mentioned!
Since he's back lit, that gives you a good oppurtunity to differentiate him from those rocks that are illuminated by the lava.
anyway besides for that, I think this looks pretty cool but everything seems to be blending together. the rocks and the guy look too similar, and I also didnít notice the hammer until, I read a post that mentioned it.
But I really like the concept, Big bad rock men running out of lava, thatís just pretty neat.
Take my words with a grain of salt
They don't mean much, although
I'm qualified to say just one thing
And that is 'I don't know.
there is a lot of visual noise going on all over the character, try making the form work and then add the detail. but it is also important for the character to have areas for the eye to rest. also when your using photo over lay you still have to make sure it follows the form, if you look at the right leg (his left) you can see strait cleavage (thats the cracks in the rock btw) when it should be following the shape of his leg; so try to emagine cracks along a cylinder.
also going back to the whole noise thing. if you make the body less noisy and contrasty then his face will be more likely to grab your attention. becaue right about now, i think his knee is more visually interesting. good luck pal.
Looking Good! I'd like to see more rim light. Rim lighting can be overdone a lot depending on your taste, it's kind of like Christopher Walken asking for more cowbell. But in this environment with all that hot glowing lava, "I need more cowbell"
I like how you've cut into the silhouette of the character where the texture crusts and separates. I'd experiment with cutting even deeper in places around the silhouette to express a thick materiality in the character.
Surely he would be under lit?
You need to choose one primary light source and work from there, sure you can add as many secondary lights sources as you want to (within reason)
I'd suggest more ref - in a quick google of 'lava' I haven't seen any that bright - even the "erupting, straight from the heart" isn't that bright!
Get some contrasting colours in the cool areas too.
A very quick, rough
I think it still is too flat value- and saturation - wise. I like the cool colored light from above though. I think you probably should lose the heavy texture for now and better define the masses with light and shadow, and only then use the texture to reinforce the image.
Hope it helps. Keep pushing!
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