Hey,
Having grown increasingly unhappy with my design work
lately, I figured I'd go ahead and attempt to get some outside feedback. Maybe someone will see something I'm not.
My work is on
Tumblr, ArtStation and
DeviantArt. For the sake of this thread, here's a few examples:
2015:
2014:
2013:
I draw quasi-realistic (in regards to design) fantasy
and, since 2014, have opted to work almost exclusively with non-humans (fantasy races, aliens, whichever term works). This “non-humans only“ rule has most likely been a crutch, since I couldn't make humans interesting… I've recently revoked that self-imposed limitation, not that it's made a huge difference
But that is not the reason I made this thread. Instead, I’ve always had this nagging feeling that my designs are
under-detailed, especially when it comes to equipment, regardless of
whether it’s clothing, armour or weapons.
I'm having a hard time putting into words what exactly I'm having trouble with, but in the equipment I design there’s
no details, neither functional nor as random trinkets, to hint at the
wearer’s agency, personality, culture or needs. It lacks the lived-in quality, I think is what it boils down to...
TL;DR Everything I design I feel is barebones. I don’t know how to remedy this.
Replies
Heromachine = tacky, won't be taken seriously.
Not saying you actually used heromachine, just giving you a straight up feedback.
I'm assuming you're referring to the designs themselves, though admittedly the rendering fits the description just as well.
Probably because they're more grounded in reality - the 2013 designs show clear intent, purpose. They give off a consistent vibe and they make sense. The more alien designs are just that - alien. But not in a good like, "Oh dang, that's exotic as hell and I dig it" sort of way. "Alien" in that I just can't really wrap my head around what I'm looking at. I mean I can tell some of them like, probably fight things because they're carrying weapons, but other than that I have no idea. Can't tell if they're meant to be wealthy, poor, skilled in a trade, physically capable, diplomat, peasant, noble, or half the time even what the they're made of. There's a few of them I might be able to take a guess, but that's about it.
I don't think your issue is a lack of detail. Good design communicates. The message your designs currently try to convey is very jumbled.
My goal for my latest design was, actually, pretty much to make them as bizarre (exotic, as you put it) as possible, haha, which fell apart when I put them in straight-up medieval european armour or otherwise unremarkably plain attire, which is what led to my making this thread.
I'm probably approaching designing these in too video gamey a fashion, designing "enemies" rather than "NPCs" or "characters", which means everything has to have the capacity to fight, even when it doesn't really make sense. So I've been focusing entirely on fighter types, not entirely intentional, either. Maybe that's why they come across as haphazard and confusing?
I don't know if I'm making sense, but I'm thankful for your feedback nevertheless!