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Hey there, CA.orgers. I'd love to hear your thoughts. Rip this one up for me would you?
Last edited by Atreides; January 27th, 2012 at 12:32 PM.
Give that sword arm a little more space to swing into.
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Agreeing with Elwell on this. The sword arm is contorted really weirdly to be following through with a swing.
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Rule #1 of depicting soldiers: KEEP THE DAMN FINGER OFF THE DAMN TRIGGER.
Everything seems to be working anatomically, and your lighting is good, so no problems there. However:
The way you've illustrated the character makes it seem as though he's about to attack the bad guy, and not the post-attack stance you're trying to indicate. Granted, you could bring the sword up like that after an attack, but compositionally, it's not very strong. You're not portraying the violence and energy like you could.
And just keep an eye on those architectural elements in the future. It's also good to discern what kinds of shapes you're letting slip into your composition. I mean, parallelograms are fine, but they really don't work well in dynamic perspectives.
Other than that, I think it's a good composition. The figures are nicely balanced against one another, and you've got the lighting and color down.
It's a WIP but I'd do something with that sun back there.
The sky it seems usually isn't too far off from the sun most of the time. But right now it sticks out. Kinda like Sean did in the above with it.
Though I prefer the cool colors in the cave, when the color is warm in the light it's cool in the shadows I hear a lot when used on subjects outside. Though not as much of an expert to know if it's in a cave. But I assume if the light from outside is penetrating that hard into the cave to effect everything the shadows would be cool.
Cool picture and good advices!
I'm not going to talk too much about any drawing issues as most of it has been mentioned already and I didnít do a good job improving it.
What I have tried to add to the picture is some atmosphere to really "organize" the values a bit into bigger and easier to read shapes, what I mean by that is, I try to give each area an overall value.
The skeletons weapon really got lost in front of the main character, so I added a lot of light behind it, separating them two, creating a nice silhouette.
I also tried to keep the three monsters together as a big dark shape and by reducing the contrast of the values on the stairs it helped making them read a bit better against it.
Same with the character, I lighten the values on the body to create kinda of a mid tone shape of him/her against that light sky.
I also felt the colors were a bit desaturated, its not really a problem as it can easily be added later with softlight/colorbalance/selective color etc.
But I think you were using abit too much white and black.
Have a look at a munsell color chart: http://spie.org/Images/Graphics/Publ...Fig5.9_Big.JPG
The munsell chart really helped me improve, since I really started to see how saturated colors are quite dark, depending on hue of course.
It also shows how different hues example: red, blue or yellow etc all have different places were they reach their peak of saturation, example if you would want a blue sky you will have to be working far away from a bright values.
So if you spend some time trying to understand it better Iím sure it will be valuable.
So in my paint-over I darken the sword in value, but it probably looks very bright still, because saturation also gives the illusion of light , but yeh you donít have to go as saturated as I did.
Thanks very much to everyone who took the time. It's great to have some eyes that know what they are seeing look over this. Great advice all round, I'll definitely be taking all this stuff into account. Thanks especially if you took the time to do a paintover. (But no less thanks to those who just commented)
Cheers, all and thanks again.
Ok thanks much for the eye on that.
Good points. I actually did the cave opening a different shape originally and painted in the wall to drop the contrast on the left most weapon shape. I'll keep an eye on that in future.
Yeah, I need to play more with perceptual color like that. Thanks for the demo.
I based that sun on very real lighting conditions that I often observe (sun low in the sky, full but thin cloud cover, lots of particulate matter) I knew it looked a little strange though, and wanted to see if it would be believable to viewers. I guess not. Thanks for answering my question.
Hey, thanks for taking the time. That's a really nifty approach. Definitely thanks for the advice on color.
Last edited by Atreides; January 28th, 2012 at 12:17 AM.