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Neolight's days of Thunder: Updated 05/03/11
Posts
for serious, some alright stuff happening here, the thing that really threw me off is the foreshortening of the snout in the first image. the whole face is flat and needs a bit more depth.
overall your digital pieces feel a little untidy and unfinished. they could use some polish and tightening up.
i really like all the structure designs. buildings and scenery seem to be your strongest point, the character design is considerably weaker. it's usually the opposite for most people.
Yes it is. I blocked out an animated feature this year - probably writing a screenplay over the summer. The illustrations just sort of helped me pinpoint what was going on, what things looked like. Hopefully I can get started on making it before I'm a sophmore.
Yeah, i'm pretty used to people telling me my environments are better. The problem is that I simply can't draw a perrson. I got the very same crit at a Wizards of the Coast review before the art director told me to go draw 900 more figures. I really just need to do that. Hopefully some life drawing workshops in the city will feature a summer discount.
Thanks guys.
Nice work though, keep posting.
I had a bunch of crits but I deleted them because, us two? We're friends now.
That is a good excercise, I usually just use auto blance on PS to get an idea of how far off I am but I'll give this a go next time.
The second picture is really lacking in detail. The building (?) looks really tiny. It needs more detail I think...unless I'm reading that one completely wrong.
Your compositions are interesting.
Damn thats confusing.
Now i'm confused :\ Its the perspective thats fucking the whole thing up, maybe if I had taken a ground to arial vantage point it would be easier to read. Gotta keep that in mind
Yes, its starsiege tribes and was my entry speed paint to apply for a particular game modification that strives to bring a like z-axis shooter back :3 But I can't talk about it much further. I will say that our team's got very good leadership, our gameplay is allready better than legions IMO, and we will get done.
Anyway, i've done quite a bit during my absence so here's more stupid shit. C&C would be lovely, no zerg rush before 10 minutes plz. (Theres one very wide picture in here)
I've placed an emphasis on cleaning up messy lines and stuff as suggested and now the problem is that everything seems to be a little too refined so that they appear fake / toyish. I need to develop an eye of reflectivity??
I know what you mean about the pasty toy-like look, unfortunately I have no idea what you could do about it. I'm sure one of our more learned collegues will be along soon with timely advise.
Also: You could make better use of atmospheric perspective in your environmental paintings to give the structures a sense of massive size and distance, making them look less like models. It would also fix your depth and visual hierarchy problems (such as the jet-pack cube guy one.)
You need to finish those post-haste!
Creambun - That's good news.
Mustang/jibjib/srsizzy - The white scratchy brush is usually residue from me trying to build more of a form on an object or just trying thigs. Its like lineart, but i'm drawing it mid-painting or something. Its probably also general messiness from trying to light an object - I can't say I really know what i'm doing there and I bet it shows.
Texture I need to work on no doubt, I'm currently stuck on a big interior painting and its driving me absolutely insane. If there is a way to recover the first painting by adding in some atmospheric perspective and generally utilizing the crits here I would do it.
I'll also try the snowy yggdrassil one. We'll see how it turns out. I've got a gnomon workshop vid on color theory - maybe that will clarify things.
Winter combat knight - No. You are clearly delusional.
God father - Thanks, I'll finish them when I can get a better definition of finish into my brain.
I've labored on this one over the course of this week. I am REALLY trying to finish this one, but i'm getting tired of looking at it. Since I dont really paint villains and monsters, I was kind of out of my comfort zone this time. The BIG VERSION is here for those of you who who are interested in critiquing: http://img.villagephotos.com/p/2004-3/679183/Amrnottbig.jpg
Here are little character concepts.
More for the mod, this was hard to do considering the fact that they want everything pretty fast. Unfortunately, if I didn't take my time on this thing it would really have looked like all the other shit i've done for them. I tried to push the reflections here, though I know there could be more.
Hopefully you guys see improvements.
Its hard to just jump into an interior or any sort of big environment without doing thumbnails first. Everything for the mod was all apart of a process of making a finished concept from just some idea. If you have an urge to draw something, but dont quite know what it is then do a bunch of small really fast thumbnails that dont look good and pick one. Draw the most desirable line of it or whatever.
When I do an environment, I have a dark canvas and stick to big brushes and the horizon line gets established just from making a sky and a ground. If its a really angled shot without any horizon or something weird like that- I was probably prepared to do it. Other times, I've tried doing the sparth thing with all of these wierd brushes. Sometimes it works out, sometimes it really really doesnt.
Dont really think of vanishing points and realy ruling things out. But thats probably where I could be better. Most of its really just sketched out.
I really like the "Amir" piece
I feel the same way. I think I end up over detailing the entire image instead of letting atmospheric perspective and lighting do it's thing. Don't hesitate if you come up with a crit ;3
You might want to revist some fundamentals, pencil and pad studies of anatomy and perspective, don't forget to use references for your poses. It's not that it's bad, but it could be better.
Try to leave as few cut corners as possible, if something isn't right, don't leave it, fix it.
- Being able to easily distinguish digital brush strokes everywhere with no effort to blend them.
- All those thin white/light outlines. They look really sketchy and poorly rendered; it's a lazy way to create edge highlights. They sometimes seem randomly and too commonly distributed.
- It looks like you're working at a low resolution; your level of detail could actually be much higher, and you could start utilizing texture much more at the level you're at.
- Lines that aren't straight. Fine in a sketch, should be smoothed out in finished pieces to be straight. It's obvious with a line/object should be straight/smooth and isn't.
- General muddiness in blending/rendering. Not very prominent, but, for reference, your best rendered textures are the distant mountains in the rocket trooper and mining robot pieces.
Besides all that, huge improvement from last year. Good job. I love the character concept of that little dragon guy.
Theres kind of three really basic ways to compose your values in an illustration:
Bright foreground on dark background.
Dark Foreground on bright background.
Or high contrast foreground on mid grey background.
I did a paint over of your piece to show you what kind of compositional impact you can get with just the basic values. This is of course a pretty extreme (and poorly done) example as I went from near white to near black, but the breakdown is pretty obvious.
Ryan Church does this really well:
Sparth also does this really really well: