Looks cool but the head doesn't seem to sit quite right on the shoulders, like the neck is centered just to the left of where it should be... Also the face is looking right at us, but the head appears to be angled slightly to our left.
Well as I said earlier it is a work in progress. I havnt actually done the head, right arm, legs or lower tunic. As I add more I will post it. In the mean time here is a "completed" character costum. Also thank you for the comments, very useful they are.
i really like what you have here so far but one thing that stands out to me is the fact that you have very basic shading. base colour ... black shadow. how about some underlighting? like the environment reflecting back? how about some yellow highlights and a bit of purple in the shadows? you'd be surprised how much depth the right complimentary colours can add.
Is this sketching over a 3D model, and then making shapes with gradients for clothing, then adding color to said gradients? If so, I think it's an interesting idea (at least the redrawing of a 3D model), but the execution isn't really working in that first concept.
As mentioned above, you're missing a lot of things. Contrast is the biggest thing. If the 3D program has some advanced lighting methods, turn it on and examine where the light's falling, and get way darker colors (that aren't just blacker versions of your base color) and hash out some shadows. Right now it's just really boring to look at.
The first thing I notice is that the first image you posted would be 100x more original and interesting if you kept the same matte white plasticy look throughout the image. He looks like some mad Mac-Tron warrior thing and the rendering on that white surface just looks really cool and well done to me. I'd say go down that route rather than 'Medieval warrior #393'
i really like what you have here so far but one thing that stands out to me is the fact that you have very basic shading. base colour ... black shadow. how about some underlighting? like the environment reflecting back? how about some yellow highlights and a bit of purple in the shadows? you'd be surprised how much depth the right complimentary colours can add.
I've never understood how people can work by finishing one piece at a time like that instead of developing the whole in stages. It seems very counterintuitive.
I'm also wondering if you're using 3d models, especially on the first one. The shading on the face is like...almost too perfect for being brushstrokes or anything else.
srsizzy on
BRO LET ME GET REAL WITH YOU AND SAY THAT MY FINGERS ARE PREPPED AND HOT LIKE THE SURFACE OF THE SUN TO BRING RADICAL BEATS SO SMOOTH THE SHIT WILL BE MEDICINAL-GRADE TRIPNASTY MAKING ALL BRAINWAVES ROLL ON THE SURFACE OF A BALLS-FEISTY NEURAL RAINBOW CRACKA-LACKIN' YOUR PERCEPTION OF THE HERE-NOW SPACE-TIME SITUATION THAT ALL OF LIFE BE JAMMED UP IN THROUGH THE UNIVERSAL FLOW BEATS
I take it the female costume was drawn from imagination? If so, I'd really suggest you either stick to doing them all from imagination or all from 3D models for the sake of consistency, since it appears that you're making them as a set.
The female is a test, she will e redone, since my skill is "evolving".
Here is a close up of the face, any suggestion on how to do the eyes would be awsome.
Parris Noir on
the robit spiders are EVERYWEHERE.
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RankenphilePassersby were amazedby the unusually large amounts of blood.Registered User, ModeratorMod Emeritus
edited September 2008
it looks incredibly flat at the moment
unless the light source is coming from nearly directly in front of her and to the upper left, there should be more shadowing from the brows, under the nose, cast from the bridge of the nose, the upper lip, the underside of the bottom lip and rounding under the chin. The armor itself would cause some reflected light back onto the right (our left) cheek/underside of the chin and cast a shadow downward in on itself and onto the neck. As it stands right now you have a decent framework, but it really needs a lighting study to get it to fully render and read correctly
Sadly i must confess I am useing a 3d model to start with. Since I'm a 3D modeler by trade i find this route easier
A lot of video game artwork are traces of 3d models. Grand Theft Auto 4 is obviously traced from high quality renders. I don't find anything wrong with tracing 3d models, as long as the model people are tracing is their own. May as well take advantages of the skills you have. Hell, i wish i knew maya, that way my concept art for uni would be a lot easier as i wouldn't have to rule up all the lines on paper first.
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Oh and i like the bald head. Bald characters look totally badass!
[IMG]http://www.noir-studio.com/artwork/revenant-archer 2-female.jpg[/IMG]
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As mentioned above, you're missing a lot of things. Contrast is the biggest thing. If the 3D program has some advanced lighting methods, turn it on and examine where the light's falling, and get way darker colors (that aren't just blacker versions of your base color) and hash out some shadows. Right now it's just really boring to look at.
I was thinking the same thing.
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Here is a close up of the face, any suggestion on how to do the eyes would be awsome.
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unless the light source is coming from nearly directly in front of her and to the upper left, there should be more shadowing from the brows, under the nose, cast from the bridge of the nose, the upper lip, the underside of the bottom lip and rounding under the chin. The armor itself would cause some reflected light back onto the right (our left) cheek/underside of the chin and cast a shadow downward in on itself and onto the neck. As it stands right now you have a decent framework, but it really needs a lighting study to get it to fully render and read correctly
A lot of video game artwork are traces of 3d models. Grand Theft Auto 4 is obviously traced from high quality renders. I don't find anything wrong with tracing 3d models, as long as the model people are tracing is their own. May as well take advantages of the skills you have. Hell, i wish i knew maya, that way my concept art for uni would be a lot easier as i wouldn't have to rule up all the lines on paper first.