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Finished off this character design with some dramatic lighting and experimenting with callout labels of vertical text.



“Today, give a stranger one of your smiles. It might be the only sunshine he sees all day.” -- H. Jackson Brown Jr.

CD Sketchbook



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If the idea of a layout is to explain something i would expect that you explain those thing in a clear and readable fashion rather than experimenting with the orientation of the lettering atleast in the ''explanation box'' since those type of drawing are often drawing done to give information about the subject which mean the design clarity is essential atleast if you have to refer back to those drawing later on

I think it always best to prioritize clarity over design atleast in that case the environnement and subject matter are familiar to the viewer and they can relate to it.Sometime it can be hard to read the shape of an object and understand it function that why i commented earlier on the helmet shape being hard to read as such.Remember that your complementary drawing help give context to how you want the character to be perceive and that the perfect excuse to draw object in a different point of view to give more information as to what those object function are. Let just take the belt for example you could indicate that it lock onto itself or that the sachel can be open or close.Those object are already pretty clear but some element can be confusing like for example the button on the jacket could be perceive as rivet on an armor so you gotta getting secondar opinion during the design process to see how people interpret what they see and see if it match what you want them to perceive. I personally believe choosing the right color that sit next to each other help clear any confusion. In the case here i would argue that the jacket color is somewhat confusing. To much element have the same color that the issue from the helmet to the boot they seem almost made of the same material the idea of introducing a bit of color difference is to separate those texture and to create interest.
Nothing against monochromatic artwork but will doing monochromatic work it would pay off to pay special attention to this kind of ''how do i make my material read as intended''.

If you are going to use a textured brush at a large size be aware that it might give part of your work a digital look as the texture would repeat. I am talking about what you did with the floor. There is brush for smoke i think that what you were going for but that brush doesn't seem to have the quality you are looking for.

My Sketchbook

Perfection is unmeasurable therefor it impossible to reach it.
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Looking good, the lighting in particular is very well done, very dynamic. Nice design elements as well, the typography helps give the image a futuristic look which compliments the character design quite well!

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Ohhh hey you! I see that Intro to Digital Painting w Craig Mullins homework
That is a really great course and I can see you pushed yourself with applying what was taught - great job!

Looking forward to when you update

sketchbook | pg 52
"Not a single thing in this world isn't in the process of becoming something else."
I'll be back - it's an odyssey, after all
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I really like how the circular elements of design like top of the boots, belt... Are drawn to give a very understandable view of the perspective of the body. I feel like there is a little bit too much empty space around the character, we would appreciate the design better if it was larger with less dead space (while still keeping the cool "interface" elements that are giving more info about the setting with their style.
Very near design!
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Hey Crimson Daggers!  Hope you're all keeping well!  

@Darktiste: Thanks for taking the time dude, yeah I think you are right that the vertical text is not clear, I guess my main aim with the vertical text was to give the impression of an alien civilisation.  The material for the helmet, suit and boots was a deliberate choice to indicate a uniform.

@Cgmythology:  Thanks for the feedback dude, I was going for a futuristic/steampunky/sci-fi kind of vibe.

@Smrr:  Hey thanks for stopping by - it was a great course - have you done it?

@Navaali:  Hello!  Thanks for your feedback, yeah I probably overdid the space around the character - same with this next piece!  Will bear in mind for the one after this.

Been slowly working on another character.  Feedback welcome, thanks!





















“Today, give a stranger one of your smiles. It might be the only sunshine he sees all day.” -- H. Jackson Brown Jr.

CD Sketchbook



Reply
Heya, welcome back again and nice work on the render, I dig the soft pastels and lighting. I noticed an issue that ocurred in the initial figure sketch: the leg coming forward had been bent somewhat unnaturally inwards at the ankle, making the underlying skeletal structure feel "rubbery".


Always good to remember that while there is an inward angle from hip to knee for the femur, the tibia is essentially straight from the knee to ankle, and should help you place these correctly. The front leg is probably a tad too long as well.

The boots helped ameliorate this in the final render but it still seems off to me at the ankle. I also think her feet are too small.
I also agree the vertical text is very hard to read, I would consider redesigning your UI to retain the feel with alien symbols if vertical, but anything english, make sure it is horizontal or very easy to read, especially for a concept presentation.

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Great work! Love how you constructed the figure, your technique is aces for this sort of figure drawing. The lighting is very well done, dynamic but feeling very natural as well. Keep it up!

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