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Sum Fantasy Art from Mr. Kingery
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There's also an excessive use of local color here and the shadows are just darker versions of the midtone and vice versa with the highlights. When the sun isn't there to color the shadows it's the stuff around the shadow that does, such as the atmosphere - that's why you'll be seeing way more blue shadows than you'll be seeing black shadows.
edit: you might also want to add an NSFW tag to the headline
I struggle with realistic lighting in my drawing and painting too, but this book by Burne Hogarth has been a really helpful guide to understanding ways to illustrate a scene in context of the light that is present in that scene. The colors should be affected by the light sources in the pictures, which should give you more muted and tertiary colors than just the primaries-- I think that's part of the color problem in most of these.
I like the mood and whimsy of the medicine man/fish hook/puppet guy, but he looks like a doll, his proportions are really twisted. The color palette there seems to be more tertiary and rich which is what seems to be drawing my eye into it.
Uncanny Magazine!
The Mad Writers Union
Check out some of the coloring-focused tuts in QD&T, particularly this one. Pay special attention to the bits about hues and color identity.
Like every one of these looks like there's a painted drop curtain hanging directly behind the characters, and they're getting their pictures taken for the barbarian yearbook.
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I can more forgive the "generic" fantasy poses just because, well, I mean there's only so many. The challenge is to make it look good and make it your own. Other than that, despite all the critics I can at least see that effort was put forth. To me it looks like you're just inexperienced or uneducated about more realistic approaches to rendering and the "rules of light" and color.
The reason the doll image works so much better than all the others is because it is primarily neutral brown and also monochromatic. It has the same lighting issue that all of your other images have. It's all one color. But it works there because you have no other colors. Look at the button eyes. They have white highlights. Like the other images, too, it lacks any extreme contrast so it's very flat. Again, it works alright, but just in that image, and could definitely be improved.
To give a basic explanation of why every one is freaking out, you need to understand that light isn't just white and shadows aren't just black. Light is color, white light is all colors. The only time you'll ever really use white is in extreme situations, on shiny textures (and probably gray, like metal, and even then only a little), or in very direct sunlight. By contrast the shadows are usually the compliment of the light source's color. So if your light source is yellow/orange (fire, candlelight, most iridescent bulbs) your shadows will be purple/blue. Just very dark and without much vibrancy, so it's hard to notice.
Also don't use so much highlight. Try to define form and volume with shadows and midtones more than with light. Light reveals things to our eyes, lack of light gives them substance.
I admire the details in your images. With practice and time you'll learn how to represent them properly on a flat canvas. Keep at it.
Your environments seem a lot stronger structurally; I'm baffled why you've got such flat-looking backgrounds behind those characters when you can do work like this. The draftsmanship is great and the planes of value read generally well (though there's weird stuff happening with lighting as in the lights in the first one and the blocky-looking window highlights on some of the buildings).
But yeah the newer ones still suffer from some of the color issues, but they're much less flat and display at least a bit of depth and perspective. I think the very last one is your strongest though. EDIT- Oh I thought I'd also mention on that dock piece, while the foreground has an interesting perspective and angle, once you peer into the background it looks like you feel back on your old ways and everything looks like its laid out very flatly and plainly. Keep trying to make things interesting and don't settle to just fill things in the first way you can think of. Try some new things.
I'd stop looking at things like, well the character took me this amount of time, and the background took me this long. Thats probably why the two are so jarring when viewed together. Don't look at the two elements so separately, work the image as a whole and I think you'll see that it will help eliminate the flat backdrop problem. If you find the backgrounds that time consuming for your character shots, why not just cut back on the details, while still trying to get some more interesting perspectives and dynamic environments.
Do you have more comic type work? You should post some of it as well if your looking for crits.
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