Worked some on the boots and put on more of his clothes. I think I'm going to have to add thickness to his coat and the cape. I had wanted to just use a plain but I don't think I can make a plain have different textures on either side.
I dig that you're working towards Alucard, but there are some things I see that strike me as off.
Take it with a grain of salt, since I'm no character artist, but maybe someone who is will drop in and clarify or correct my suggestions.
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I think you're missing a # of key elements that are found in the concept, mostly dealing with the amount of tapering going on.
I'm sure in part its due to layering of the clothing, but the original concept has a sense of power conveyed through his shoulders that yours lacks.
The concept's shoulders have a strong squared taper to it. You have the taper, but your rendition is lacking in depth/thickness which gives a sense of strength.
His waist could be drawn in slightly, ever so slightly to help with the distinct taper from his armpit down his lats to his waist.
I would ditch the creasing along the front and back of the pants, its super harsh and pretty distracting. I'd opt for a smoother look like in the concept.
Slim down the entire calf and lower leg area.
Bring the cuff of his boots up inline with the center of his knee cap or maybe just slightly below center.
Then the thighs I would add some meat to in general to help compensate for the visual girth added to the calf area due to the drape of the boot cuffs.
Also, I'd flare the boot cuff split more instead of making it so tight and sterile.
Back up to the arms. Flare the cuffs and taper them like in the concept.
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Thats all I've got. Keep chuggin' along and keep droppin' progress shots.
It's a good start but I think you're not ready for the full costume yet. You need to observe how the cloth wraps around the body and well...the anatomy quite frankly could use some help. Now it's up to you if you want to interpret Alucard as having a slim, unathletic body, but your model is missing quite a few KEY anatomical landmarks that would enhance the silhouette, for example,
the brachii radialis which enhances the forearm taper, the trapezius shouldnt curve inward, the sterno-mastoid needs work, the quads, because I just dont see that taper from the pelvis down to the knees as seen in the concept, the latisimus dorsi (look at the V shape of his upper torso), his hands DEFINITELY needs work (gloves wont looks full with tiny fingers).
Really have a full sense of anatomy to get a better sense of how clothes wrap around the body and therefore have a fuller and more believable sense of costuming.
@ Garriola83, Thanks for the crit. I tried to fix the Brachii Radialis, Trapezius, Sterno Mastoid, Quads, Latisimus Dorsi, & worked on the hands like you suggested. I also worked on various other muscles. I think he definitely looks bigger.
Replies
Worked some on the boots and put on more of his clothes. I think I'm going to have to add thickness to his coat and the cape. I had wanted to just use a plain but I don't think I can make a plain have different textures on either side.
Take it with a grain of salt, since I'm no character artist, but maybe someone who is will drop in and clarify or correct my suggestions.
--
I think you're missing a # of key elements that are found in the concept, mostly dealing with the amount of tapering going on.
I'm sure in part its due to layering of the clothing, but the original concept has a sense of power conveyed through his shoulders that yours lacks.
The concept's shoulders have a strong squared taper to it. You have the taper, but your rendition is lacking in depth/thickness which gives a sense of strength.
His waist could be drawn in slightly, ever so slightly to help with the distinct taper from his armpit down his lats to his waist.
I would ditch the creasing along the front and back of the pants, its super harsh and pretty distracting. I'd opt for a smoother look like in the concept.
Slim down the entire calf and lower leg area.
Bring the cuff of his boots up inline with the center of his knee cap or maybe just slightly below center.
Then the thighs I would add some meat to in general to help compensate for the visual girth added to the calf area due to the drape of the boot cuffs.
Also, I'd flare the boot cuff split more instead of making it so tight and sterile.
Back up to the arms. Flare the cuffs and taper them like in the concept.
---
Thats all I've got. Keep chuggin' along and keep droppin' progress shots.
the brachii radialis which enhances the forearm taper, the trapezius shouldnt curve inward, the sterno-mastoid needs work, the quads, because I just dont see that taper from the pelvis down to the knees as seen in the concept, the latisimus dorsi (look at the V shape of his upper torso), his hands DEFINITELY needs work (gloves wont looks full with tiny fingers).
Really have a full sense of anatomy to get a better sense of how clothes wrap around the body and therefore have a fuller and more believable sense of costuming.
@ Garriola83, Thanks for the crit. I tried to fix the Brachii Radialis, Trapezius, Sterno Mastoid, Quads, Latisimus Dorsi, & worked on the hands like you suggested. I also worked on various other muscles. I think he definitely looks bigger.