Thumbnails are fun, aren't they? It doesn't really matter what you use to make them so long as you can lay down lots of ideas quickly. Your thumbs are looking good in the last few posts, and so is that leg study. It looks very flat and desaturated though; if you convert it to grayscale you'll see how uniform its values are.
Good work, dude. Hope your holidays went ok.
Last edited by Zweit; January 21st, 2009 at 06:05 PM.
The goatwatcher: The head is good design, it would be worth it refining it. He's leaning forward somewhat too much, doesn't seem to really use the staff to help balance.
Dragondog: Funny one The placement of the legs is a bit confusing, makes me wonder about the ground underneath. Suffers of the same lack of contrast as the leg study as Zweit pointed out.
Doodles: Good that you're researching attitudes. The girl has a more solid stance than the guy on the right hand but both are expressive.
Hope this helps bud, keepitup!
@zweit: I have been thumb nailing like a machine, I got a back log of ideas now. It is fun as hell. Thanks for the feedback. I do need to pay more attention to the values. Next one I do I need to get up and walk around and come back to it so I can see it with a fresh eye.
@Leo Ki: Yeah I liked that goat character. I think it may be next on my digital paint list. I would need to redraw it of course. I am on all of your tips like white on rice. Thanks for the feedback.
Worked on this one for a couple hours tonight. Started out as a 50% grey blob silhouette. Turned out to be the only thing I worked on.
I like those thumbnails and the leg study is a good way to go. To crit your ankles are a bit wide and the knee should be higher on the leg in the painting.
I agree with zweit about the range of values. Tone down the pink and try adding a bit of blue or purple in the shadows. Do like 20 more of every body part if you want.
Hey wheezy, great thumbs up there, as everyone else has said as well For your values, it can be helpful to start an img in black and white (like your thumbs are) and add in the colors later. Could be a nice exercise anyway. For the last characer you posted, I think it's going well so far but I can't tell what it is that he's holding. It looks like a gun with an axe blade attached to it; if you define the planes it should be much easier to read visually. Great work, keep it up ^^
@wilkerson - I agree about the ankle and the height of the knee. The image overall was a bit too saturated.
@dierat - Yeah, I actually normally start out in gray scale. That leg I just went straight color just for a fun quick sketch. The dude is holding an axe with a light on it. I kind of think of him as someone who goes into a war zone after a battle to clean up the dead and he uses that to dismember the dead to make the bodies easier to move. hehe
Female Fighter - WIP
I am currently working on this character. There is a lot left to do, light, textures, color, etc. but I am happy with my progress. I still need to flesh out many things in gray scale before I move to color.
Good pose. As you said, more work is needed on the values. I guess the light comes down rather vertical. The shadows under the flying cloth parts should be darker I think. Also, her right hand (our left) seems a tad too small, and the grip on the gun looks loose.
Will you continue the Cleaner? Some sharper contrast edges would help, especially on the clothes. The torchlight must be very resistant to stand the hits
@Leo Ki - I do plan on going back to the cleaner to polish him up and fix his weapon etc. I agree with what you said that needs some more attention.
Here is a update on my Female Fighter WIP. I have to stop noodling on her and get to color at some point. I plan on going to color now and will fix any contrast and lighting issues in the next phase.
Hey wheezy, cool character so far. I really like that she's a very different sort of female character from what we usually see. I especially like her face, which it appears you put a lot of work into. For suggestions, I think it would be best if you tried to stay away from rendering her too early. In the first version that you posted (in post #98 ), the forms and planes are well defined and easy to read. In this last post she's very smudged and I think that may make it more difficult for you to apply color well. If you're not planning on doing a background for the character, it could be helpful to add some sort of cast shadow by her feet to make her appear more grounded and help us understand the lighting that you have going on. Good work so far, keep it up.
Last edited by dierat; February 2nd, 2009 at 07:03 AM.
Hey wheezy, nice work with your latest thing. Careful when painting grass, though. Instead of making a stroke for each blade try thinking of the bigger overall shapes of light and dark. The fog, too, could use a once over. Watch the lighting on the central figure also, her coat and pants are really uniformly dark and difficult to read.
Hey Charlie, I can see you did put lot of effort in this, and you achieved an atmosphere and the immersion into a story.
I agree with Zweit's critiques though.
Even if lighting doesn't need to be fully realistic (especially when one part must be highlighted - in both senses of the word), there are some general principles that the eye uses for extracting 3D information.
Could you tell a bit more about the lighting you have in mind so we can help further? For instance, is there only light plumes of mist, or do you want to render an overall foggy lighting?
I have been a busy man as of late. Here are a couple updates to share.
I'm working on a Tribal Punk type scene and have been just thinking about the creatures and stuff. So here are a couple I have come up with.
I just need to decide on a couple to put into a couple scenes. Good time. Been loving everyone's updates in the SSG.
Hey great update wheezy ^^ I really like the 2nd, 4th, and 6th images. I feel those are the most effective mostly because they appear more 3-dimensional than some of the others.
For the bird, I think it would help if you added a defining line to show the end of the chest and darken the back leg slightly to push that leg back in space a little.
For the human male, I feel like the feet are throwing off the pose a little. That could very well just be me; the rest of the figure looks fine to me.
Keep up the good work
What she said
Plus I'm glad to see you're pushing yourself to come up with eerie character design.
Always think about function alongside with strangeness. A weird beast has more appeal (or scariness) when one can imagine how efficient are its limbs, spikes, claws, appendices of all kinds.
Make a hulky beast really massive, a slender beast dangerously agile, etc.
The first one (Jobble mount) could have much much stronger hindlegs. The last but one looks like it can't really chew: the back teeth can't touch because of the curving of the jaws. Work on the bones, strong jaw/cheek muscles, and you'll make it look even more hungry ^^
The ones with rostrums are very intriguing, some words about this scenery you're building?
Sorry SSB, I have been letting you down lately. Well here is me throwing my hat back into the pot.
Poison Ivy & Harley Quinn Fan Boy Art
I do plan on taking all 3 of these to full color. There are some corrections I need to make for sure. That is why I love PS though, FTT FTW! muhahaha
Hey wheezy, great so see you're back!
My crit is to watch your legs. Watch how they are supporting your figures, how they could be supporting them better, how the feet intersect with the ground plane, and the perspective for legs/feet that are placed behind the figure in space. The spy girl's stance is wonky and could really use some attention in this area, but I think your figures in general could really benefit from this kind of research. Besides that, I think they look great.
Whoops forgot to comment here.
Hey Wheeze, glad to see you updating and all that. Good work all around. Harley was always a personal favorite of mine. But she's suffering from some anatomical mistakes and, as direrat said, some balance issues. Her left arm and thigh connect to her torso strange and her overall position looks very uncomfortable. I tried to illustrate what I mean with a quick paintover:
Thanks a lot Z and D. Critiques are what help us grow. Thanks for the work you put in on the draw over. I had planned on addressing some of the issues in PS myself, hoping the FT tool would save me.
I need to get in a better habit of using references and gesture lines. I think it would also help me to step away from it entirely when I think I am done, and come back to it with fresh eyes.
Too long without practice will hurt you, bro.
You've let down the cool monsters of february?
hey you've come along way with that last one. much better control and accentuating detail which is kind of missing in some others. Ivy is pretty good except for her right hand, the palm's a little wide. zweit was right on, but dont worry, just do some anatomy studies of you week areas.
I participated in chow 158. I went a little crazy with the blur because, in my head, the fairy comes into focus only after the absynth makes your vision blurry. Nobody else got that. LOL But that is ok, I had a blast and learned some things doing it.
This is a work in progress I can "Red Trap". The wolf is stalking Little Red Riding Hood, but he doesn't see she is armed with a sword under her cape. hehe, yes, I am a fantasy geek. I have a lot go with this one, texture, lighting etc. But I like the colors etc.
zomg Charlie's at full speed now
I'm so glad you're doing compositions and colors again that I don't feel like criticizing anything
Overall you're advancing in the giant's boots
Contrasting values a bit more would give more pop to your pictures.
But they already have a new strength.
I'll post more crits later
Yay updatery! It's really nice to see you visualing images that are whole compositions intended to tell a story. I think that's a really important area to develop yourself as an artist, especially if you're interesting in pursuing illustration.
For the green fairy, I get your blur idea and I think it's a good one. 2 thoughts on it:
1- if your foreground is really sharp and your background is really blurry, it helps the movement if you can find a way to make the foreground spread around the whole image so the sharp and blurry sections are integrated together. Some usual details you can throw in to achieve that are leaves or petals blowing around, but it really works best if you can find a way to lay the foreground in such a way that the background is showing through the corners of the figure (through the wings, around the edges, that kind of thing) so the image isn't cut horizontally with the foreground on the bottom and the background on the top. And
2- usually the reason people don't "get" an effect like this is because they're not sure if it's intentional or not. Which means you really have to push it so your audience knows that this is all part of your concept. If you were to try to implement this kind of imagery again, I'd highly suggest searching for out of focus photography to get a feel for how blurry you can make an object and just hold onto the shape of the image enough that it's still recognizable to the viewer as a glass of absinthe. (I did a quick google search for ' "out of focus" photo wine' and found this and this.)
I don't have much to say about Red Trap except that it's looking excellent so far, and be sure to really try to push the sense of space since you have such a range of focus happening (from a figure right in the foreground to a secondary focus in a middle ground area to some trees far off in the background). Keep the high contrast and warmer colors for your areas of focus and use some slightly softer lines in the back to help the viewer read the image easier.