I can't say much about the Demon centaur lady, except that maybe her arms are too long, but then that could just be an illusion created by the short torso.
wow i really love what you did to her front legs. it looks just like shes walking on her toes.
her head might be too large.
I would shift her torso a bit backwards, so the transition between the human torso and the human like fore legs have a more natural transition, but idk if thats was your intend.
Any critique is welcomed critique, so dont hesitate people! I wont get any better unless you bash me, hit me, swallow and then spit me out. Bring it on!
Quick question - why do you work in such dark black like the one above? It's confusing and hard to read.
If you take the above image in photoshop, and do say...brightess +100, contrast +40-45, I find it looks a lot better and easier to read. At least on my end. And while this is a crappy, old, fullscreen, early model LCD that gives me daily headaches - it's somewhat decently calibrated.
Example:
...that was just one thing that jumped out at me.
Other than that, I can only recommend doing some more studies. Study some solid poses. Your linework in some of these is pretty good, but it seems inconsistent. Once you've got that down, I think you can safely dive more into some heavier rendering.
Oh and just for the record I'm only really making note of the 2D. I'm not a 3D artist and so don't feel I can say too much there.
Aight! I'll think about it next time : ) Thing is, I work on a laptop with a shitty built-in monitor that makes the black colors -> grey:isch. Now watching on my other screen on my other pc I see exacly what you mean. I'll double check before posting those kind of images in the future.
I'll be training on poses, linework and rendering then Thanks alot for the critique, much appreciated.
Eoq, I find it interesting to see the discrepancy between your line sketches and your grayscale drawings. Your line sketches you do are way cool, and you've got some interesting things going on with your grayscale, but as far as conceptual designs, I like your line drawings much more. One thing you might try in order to make your grayscale more readable would be to dispense with lighting except for the basic forms, and then use light to bring something forward and dark to push something back. Kind of like an Ambient Occlusion pass, but on a canvas/paper. You can use it to really bring out some of the detailing you put into your designs.
As far as poses go, a friend of mine sent me this a long time ago, it's a really good reference for making good dynamic poses: IFX- Strike A Pose
You have some interesting concepts and some fairly decent composition for your sketches, but can't help but notice the hands in you sketches are....sketchy, no pun intended. They all seem to stick to a scheme of clawed gloves covering fat, stubby fingers. Otherwise, some cool stuff going on.
Damnit! My weakness has been exposed -> Hands. I'll stop slacking with the hand studies and start making some progress on that part, I promise...really! I'm currently doing a 3D study on hands and yeah, it's really hard even in 3 dimensions.
Here's an update on the pose I previously posted (this is not the hand study, i'll get there tho!) : )
@ Lampekap: Thanks for the critz, i'll think about it as I continue working with it
As for the studies on the hands...yeah - it's showdown bit***s! I did a few lineart hands, and learned ALOT just by doing those (and a few more that...weren't that incredible lol).
Just trying something out, since this is a scetchbook - i post things that arent't finished (bugged and shit) ofcourse! There's no hiding from ecapes and failures! Spent absolutely no time on the texture, it's just an overlay from cgtextures. The cracks and normal maps are the things I've focused on. And yeah, the cracks are beyond improvised xD
it's aa sword \o/ it was alot of fun making the texture, since it's x4 tileable, meaning that I only had to texture 1/4 of the model it feels good to be lazy sometimes.
On the first page i posted a creature design that I decided to sculpt inside ZBrush - and so I did. Here's a little peak on the geometry, i'll post more as it gets more finished (about 80% done on the sculpt now),
it's not a bug - it's a feature..! Anyways, here's an update on the insect that I've sculpted. Tiny more tweaks and it will be ready for to be lowpolified. Hopefully i'll manage to texture it just as it is in my head (creepy and yeah...creepy). Until further updates, chao!
More stuff on the way. Feel free to comment of whatever I've posted and will be posting, thanks!
This, as you can see is 1 wooden plank sculpted and textured - tho still not 100% finished. The image is a printscreen from the Maya viewport using 1 spotlight. I'll finish it in the morning, promise!
Yeah curse lineart *bbbburrrn* - naaaaaa i like linework ;D Sooo my buddy came up with this brilliant idea - to sketch something as fucked up as a zombie (even tho mine isn't that fucked up YET). So I was thinking ....something that would make me shit my pants if it would exist in real life.....so it came out to be a firefighting zombie with huge fucking hands which ofcourse are hanging on elastic skin that enables him to hit fast and super hard! Not only that, this sucker can fly.. swinging his arm up the air and then hitting the ground sends him off at a high speed and eventually crashlanding on his enemy.
Nothing is too hard for this guy.......zombie hordes? pff, he can solo anything!
Eoq, that first render of the bug looks a lot like an electron microscope image, way cool. However, in the brownish render it looks a little too exaggerated, almost like it's a bug covered in elephant skin. It might be a little off-putting because it's just not textured, but maybe toning it down might work? Also, that zombie-firefighter guy is way creepy. looking forward to seeing it more finished.
Replies
I can't say much about the Demon centaur lady, except that maybe her arms are too long, but then that could just be an illusion created by the short torso.
her head might be too large.
I would shift her torso a bit backwards, so the transition between the human torso and the human like fore legs have a more natural transition, but idk if thats was your intend.
@trancerobot: sorry, but i'll post more now then
here are some 2D doodles
and some 3D doodling on a face
The katana's (3 swords = badass) ;D
the iterations on the concept, from thumbnail to 3/4 model concept.
and a rhino (duno if it's spelled like that)
You should keep her moustache
Anyway, here's another doodle.
As you may have noticed...he has *almost* no throat hehehehe. Well ahem....not going to sculpt without references for a while now atleast
If you take the above image in photoshop, and do say...brightess +100, contrast +40-45, I find it looks a lot better and easier to read. At least on my end. And while this is a crappy, old, fullscreen, early model LCD that gives me daily headaches - it's somewhat decently calibrated.
Example:
...that was just one thing that jumped out at me.
Other than that, I can only recommend doing some more studies. Study some solid poses. Your linework in some of these is pretty good, but it seems inconsistent. Once you've got that down, I think you can safely dive more into some heavier rendering.
Oh and just for the record I'm only really making note of the 2D. I'm not a 3D artist and so don't feel I can say too much there.
I'll be training on poses, linework and rendering then Thanks alot for the critique, much appreciated.
Testing the settings (+levels)
As far as poses go, a friend of mine sent me this a long time ago, it's a really good reference for making good dynamic poses: IFX- Strike A Pose
Keep at it!
doodle - testing to pose a char again (anatomy bugs indeed, but what to expect from a fast doodle)
Damnit! My weakness has been exposed -> Hands. I'll stop slacking with the hand studies and start making some progress on that part, I promise...really! I'm currently doing a 3D study on hands and yeah, it's really hard even in 3 dimensions.
Here's an update on the pose I previously posted (this is not the hand study, i'll get there tho!) : )
As for the studies on the hands...yeah - it's showdown bit***s! I did a few lineart hands, and learned ALOT just by doing those (and a few more that...weren't that incredible lol).
note: they're 96-120 tris each.
This, as you can see is 1 wooden plank sculpted and textured - tho still not 100% finished. The image is a printscreen from the Maya viewport using 1 spotlight. I'll finish it in the morning, promise!
Nothing is too hard for this guy.......zombie hordes? pff, he can solo anything!
this is a skeeetchh
Though whats with all the headless dudes?