Last edited by One Down; October 11th, 2005 at 05:45 PM.
what you've done so far is pretty good.
i would recommend starting off with a basic block-in.
establish your colors and values.
that way, what details you do add, will have a more cohesiveness.
now, should you decide to change you lightsource or color theme a little,
you have your work cut out for you.
blocking it in allows for an easy experimental stage.
The highlights on the metalwork are too high in contrast, and it looks like he's wearing a giant golden bra.
Proportionally, it appears that he is suffering elephantiasis from the waist down. This guy needs a Thighmaster, pronto! Also, that sword is rediculously over-large. Fantasy or not, it needs to at least pretend to follow general Physics as regards weight, leverage, and mobility.
I would suggest you try to render this figure without any armor first, to get your sizing proportions right, then add the armor so that he doesn't look like a medival cross dresser, and THEN work on your color. You're jumping to the fun part with far too many Anatomy and proportion discrepancies that you need to address first.
Change is Inevitable, Growth is Optional
I am The Choosen One!
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thx for the quick reply guys
DSillustration - sounds intresting but im afraid this is the first time I heard the phrase 'basic block-in', I would be glad if you could direct me to a tutorial or even better explaining what it is.
madster - I guess your right, Ill keep that in mind next time
"blocking in" is similar to a "color study" or "lay in" if that helps.
it means quickly establishing what colors will go where,
using large, general shapes.
dont worry about detail.
you hardly need to worry about gradation.
what you want to establish is,
this is red, that is light, this is green, that is shadow.
it ensures that any problems you may encounter, are encountered as early as possible;
saving you a boat load of trouble later.
something like this:
you can always duplicate your drawing layer, and "blending mode>multiply" it on top of your color study.
that way you keep the lines.
thx DSillustration now I understand
that quick tutorial makes perfect sense, I desided to start over again with basic block in and some anatomi changes that madster suggested
i didnt stay in the lines because i was rushing.
however, sometimes its good to be a little sloppy.
good accidents happen a lot.
DSillustration I appriciate your help allot, Im positive that it will get better this time
nice definete progress. About the blue secondary light source. If you look at your scales, on your armour there highlited with green on the side of the blue light. Now i might be wrong about my theory or whatever im no expert, but im not digging your pitch black in there i think you should bring in some cool refelective light, itl help give objects form and make it read a little better.
Heres my really quick shody, job, maybe you can kinda see what i mean.
this is really improving since the initial image, im pleased to see you take on so much in such a short time the details are great. the scales are pretty good in places, but in areas such as the shoulderpad they make it appear 2-dimensional. to remedy this, i would suggest greater levels of contrast, but for a more involved process i would repaint some of the scales so that they "wrap" around the curve of the armour, so youll see a few scales elongated or squished here and there. if they are generally the same size, then it will be no task for the viewer to register that those squished scales are themselves the same size and are merely wrapping out of view. hope that made sense i look forward to your next update
Havn't seen a 'Tibian' here for quite some time.
As madster suggested: get his legs in shape.
Good luck with this one.
Red Rook and Stoph - thx for the crit and cheers dudes, appriciate it
hello there rico, I recognize you from WOT
can any moderator move this thread to sketchbooks and rename it to " Artfire's sketches ", thx
anyway more ugly stuff will come soon...
Last edited by One Down; October 11th, 2005 at 06:49 PM.