Try to imagine where the skull sits inside the volume. Currently these forms have very little solid structure. Perhaps on your next model start with just a skull and build from it.
Okay Thanks for this! It's really Helpful. I don't Currently have a skull. I would love one if you got a good one. You're probably right about practicing with a skull.
Hey Hatariq, I suggest you take a step back and learn the basic angle changes and "low poly" form of the skull before diving into details. That's the biggest pitfall I see in beginning artists. Here's a couple references that should help breakdown the skull and a quick paintover. Splitting the skull into thirds can really…
I can't wait to see more! I think the skull attachment could use some extra detail as well. There should be something extra going on where the skull and pauldron meet. How did you go about making that cape with all it's tears and loose threads? Edit, oh you just posted about the skulls haha
Hello, I would like to share my last study. :-) Keeping the tests matching Illustrator (SVG) and Substance Designer. It was very fun to produce, now the SBSAR can count with parameters of pattern controll, objects selection, colors presets and the possibility of change all the result using random seed. There are 03 base…
I like it, but I think some color variation on the skull armor would be great. Like if the skull bits were bone colored and the other metal bits were the green metal color.
The forehead goes way to much forward. In general you should work on the shape of the skull, the top part in particular. The ear flows a lot softer into the skull as well. Keep it up! It's a worthy cause.
Currently, I am working on the wood furniture on the side. I started creating some other props on the focal point: the skull. I decided to make a whole skull, to practice the human anatomy.