Home 3D Art Showcase & Critiques

Handpainted demon character, Critique welcome/needed

vertex
Offline / Send Message
KiwiHead vertex
Made this character some time ago, just finished texturing
[SKETCHFAB]7e8f0894665f46a4adf68ba43c339ac6[/SKETCHFAB]

Replies

  • [kaz]
    Offline / Send Message
    [kaz] polycounter lvl 9
    Your black is a bit too dark for hand-painted work, you'll want to pull that up a few shades and possibly tint it with a hint of purple or blue (think: split compliments). That red cape is a bit too saturated, if you desaturate that a little and add some of that purple or blue into your shadows it's going to help a lot. Would also recommend adding a gradient up from the end of the cape, will make the movement more readable. Finally, I'd add some darker oranges (and possibly a bit of gradient) into the feet to help ground the character.

    I hope that helps!
  • KiwiHead
    Offline / Send Message
    KiwiHead vertex
    Thanks for the suggestions @kaz yea the body was a bit tricky since the concept was pitch-black.. I will tweak it some more then, thanks for the tips
  • KiwiHead
    Offline / Send Message
    KiwiHead vertex
    Just updated the textures, I am still not 100% happy with how the body looks but at least now the forms read a bit better.. thanks for the help
  • Odow
    Offline / Send Message
    Odow polycounter lvl 8
    You should post screenshot, texture map etc. sketchfab is awesome but let's be honest 75% of us are lazy hippopotamus we want to scroll down, also note sure sketchfab works on phone. Also don't just update the first post, can't see the difference between now and before.

    I have trouble understanding why grey on yellow.
  • KiwiHead
    Offline / Send Message
    KiwiHead vertex
    Ok so I made thing beforeandafter thingy and fixed the greys on the skull

    H7OcSSG.jpg
  • lotet
    Offline / Send Message
    lotet hero character
    you should probably get a gradient map in there. a very important part of hand painted characters is to do "focus painting" (thats not a technical term, just what I call it).

    Did a paintover to show you what I mean.
    First I lowered the contrast on everything, then I added it back in places of detail, leaving the feet with low contract and the face with more contrast for example.
    I also added a dark to light gradient from the feet to the head, and lowered the saturation in places where you dont want focus.

    If you look at the black n white version its a lot clearer, you want to guide the viewer with detail and color. hand painted stuff usually has a lot less contrast then you think.
    you have a lot of great detail in there, but dont forget the big shapes :)
    HrLApvX.png
  • pigart
    Offline / Send Message
    pigart polycounter lvl 6
    Your darks are very black. Make your dark areas more blueish/purpleish. Pay attention to what lotet said. Doing something as simple as making your characters limbs darker and chest/face area brighter can help a lot.
  • 3dshay
    I think the red part need higher resolution texture , it looks a bit blurry . keep it up!
  • KiwiHead
    Offline / Send Message
    KiwiHead vertex
    @lotet you are awesome dude, thanks for the paintover-explanation! tweaked him a bit more

    AbiwoRO.jpg
  • lotet
    Offline / Send Message
    lotet hero character
    Looks a lot better now!
    I feel the feet are still a bit distracting, being one of the biggest brightest part of the character, I tried to solve it by desaturate and darken them in my PO, you dont have to do it that way, but I would definitely take some time in figuring it out.
    maybe change the color?
  • KiwiHead
    Offline / Send Message
    KiwiHead vertex
    I will leave it for now as I need to rework lots of other assets (building my first portfolio is a lengthy process...) Lit him up a bit more for the presentation sheet, liked how it looked it reminds me of some old Yu-Gi-Oh! card look idk I like it :D

    crits and tips still welcome! thanks again for the help

    RMv2FLq.jpg
Sign In or Register to comment.