Lamp wrote: »
Hey Frank, good stuff happening in here for the most part, although I have to agree that you've been sliding back into old habits with faces. here's a quick little paintover and some suggestions
1. Remember that Melissandre paintover I did where I showed how to conceptualize the muzzle and ball of the chin as spheres, and then intentionally model them that way? I think you could go back to that, and start by doing some more studies of the rhythms of the face (the Reilly structure is my personally favorite). You're leaning too heavily on a really simplistic model of the face that basically divides it into front and side planes, within much specificity in between. In doing so you're losing the structure of the face. For example, there is almost no structure to the muzzle or cheekbones on your portrait. Where are all the plane changes? Using reference isn't going to do you much good if you're not recognizing where the planes are changing and *deliberately* painting them.
2. On a related note, check out the way you painted the eyes. You're doing flat almonds instead of painting them as 3-dimensional objects. Stop worrying so much about defining the outside eyes of the eye (especially the bottom of the "almond") and start worrying about painting the eye as a sphere. I did a little eye at the top of the paintover as a quick demo of one possible approach, hopefully it helps.
3. Lighting consistency is gonna be tricky here because there's no direct light hitting the face. But there are some obvious inconsistencies in your portrait. For example, the forehead is lit at the corner (not the front), but the lighting on the nose doesn't match -- instead of lighting the corner of the nose, you lit the front of the nose. On that note, you tend to treat the front of the nose much too flat, it's actually pretty rounded on most faces.
4. Little proportions details are off like the neck was too thin and the cranium needed a bit more mass on the back. Also the eyebrows were the wrong shape.
Iruka wrote: »
its suffering from a lack of attention to detail when it comes to material rendering.