12-08-2019, 06:05 AM
i agree with alot roto said here, i think the buildings in your captain america painting feel like toys. in the raven painting a did a while back, i spent a lot of time texturing and making the buildings feel like they were immersed in the atmosphere. you know if theres a few jets and explosions going on, maybe emphasize that in the atmosphere, more dust smog and debris shows like something happening.
the perpsective feels fine, i think your biggest problem in rendering is just making it feel immersive and like its all fitting in the same scene. its hard to teach that sort of thing, it requires a lot of observation... i get that you want a clean and sharp look, and i respect that, but even people like art germ who have a squaky clean looks still have a concern for texture and atmosphere.
i think the only things in this image that have texture are his deltoid, his face mask thing, the clouds and the crumbling buiilding (the shield looks rather nice as well.) the building just doesnt feel very convincing to me, it feels like something made of clay being pulled apart. Dilapidation usually has deeper crevices and billowing debris coming out, i know its hard to balance in a composition... Also the sky like its so blue, i know its a good guy kinda portrait but even the recent marvel films can make the heroes look like a good guy with lots of grittiness because it adds an element of danger and emergency to the situation.
So maybe look at some avengers screencaps, look how they work in the greys and gritty values to sell the danger of the scene
https://www.indiewire.com/wp-content/upl....jpg?w=780
Keep workin hard, and yea the pirate girls hand is goofy with the gun. i have no idea why her leg is so CRAZY bent like that. i mean the calf on the inside is almost a C curve, which the tibia would never ever curve that much unless you had some very whimsical style that heavily pushed that. I feel like her torso is too... small, in a sense that her butt is too high up, it feels goofy; and all these little plants and sailboats and details and stuff... why do you need all that? the reference is so much simpler and therefore has a stronger composition. See what you can do with less, think large, medium and small when setting up the elements in the scene and dont assume because you have tons of little funny details itll make the image more convincing.
https://cdna.artstation.com/p/assets/ima...1511961496
This by mullins, notice theres not treasure chest, no parrot, none of that but you KNOW hes a pirate. you feel it, boil it down to the essentials and push the quality of those things
https://arthive.com/res/media/img/orig/w...115617.jpg
do research on stuff, like dont just bang out a line drawing and buckle in, take your time and really think about this stuff, itll give you a much better piece
the perpsective feels fine, i think your biggest problem in rendering is just making it feel immersive and like its all fitting in the same scene. its hard to teach that sort of thing, it requires a lot of observation... i get that you want a clean and sharp look, and i respect that, but even people like art germ who have a squaky clean looks still have a concern for texture and atmosphere.
i think the only things in this image that have texture are his deltoid, his face mask thing, the clouds and the crumbling buiilding (the shield looks rather nice as well.) the building just doesnt feel very convincing to me, it feels like something made of clay being pulled apart. Dilapidation usually has deeper crevices and billowing debris coming out, i know its hard to balance in a composition... Also the sky like its so blue, i know its a good guy kinda portrait but even the recent marvel films can make the heroes look like a good guy with lots of grittiness because it adds an element of danger and emergency to the situation.
So maybe look at some avengers screencaps, look how they work in the greys and gritty values to sell the danger of the scene
https://www.indiewire.com/wp-content/upl....jpg?w=780
Keep workin hard, and yea the pirate girls hand is goofy with the gun. i have no idea why her leg is so CRAZY bent like that. i mean the calf on the inside is almost a C curve, which the tibia would never ever curve that much unless you had some very whimsical style that heavily pushed that. I feel like her torso is too... small, in a sense that her butt is too high up, it feels goofy; and all these little plants and sailboats and details and stuff... why do you need all that? the reference is so much simpler and therefore has a stronger composition. See what you can do with less, think large, medium and small when setting up the elements in the scene and dont assume because you have tons of little funny details itll make the image more convincing.
https://cdna.artstation.com/p/assets/ima...1511961496
This by mullins, notice theres not treasure chest, no parrot, none of that but you KNOW hes a pirate. you feel it, boil it down to the essentials and push the quality of those things
https://arthive.com/res/media/img/orig/w...115617.jpg
do research on stuff, like dont just bang out a line drawing and buckle in, take your time and really think about this stuff, itll give you a much better piece
70+Page Koala Sketchbook: http://crimsondaggers.com/forum/thread-3465.html SB
Paintover thread, submit for crits! http://crimsondaggers.com/forum/thread-7879.html
[color=rgba(255, 255, 255, 0.882)]e owl sat on an oak. The more he saw, the less he spoke.[/color]
Paintover thread, submit for crits! http://crimsondaggers.com/forum/thread-7879.html
[color=rgba(255, 255, 255, 0.882)]e owl sat on an oak. The more he saw, the less he spoke.[/color]