03-29-2024, 12:29 PM
The scythe edge perspective make it hard to determine the quality of the edge but i can tell you this scythe would not cut it need a sharp edge but you gave it a 90 angle edge you want a triangular edge.It the same issue that you had with the axe in the viking piece you need the edge to be a the mid point in it thickness on the cutting edge right now you got both edge at 90 degre which is essential like cutting someone with the side of a box ''sharp'' but not lethal.
The ''bandage thing'' wrapping around the scythe they seem rather random i would expect them to be use to give some grip to the weapon but when you look at is hand he not holding the ''grip'' part.
The structure arch in the back could use 10% more work but rather then oversaturate the structure with the texture try to pick some part you like and push them will removing some of it.
If you look at the stone texture the level of detailing is off compare to the distance from the viewer the object in the foreground should have higher priority in term of amount of detail and you already have alot of detail to lead to your character you don't need as much texture to attract the eye to that part of the image you have alread the arch framing is head and the arch repeating in the arch itself or the scythe head going to the staff and to the character face.
One thing is you push to much the blooming effect in your hair in general leave some saturation to the eye pop and it even more powerful.I mean unless he like suppose to be like ghost rider with a head in flame in that case i would rework the hair.
I am not sure if he suppose to be all bone or if he a ghoul but i would say those hand look to fleshy to be bone.Also it could help the viewer to know what evil being he looking at because the face is getting partially lost behind the shoulder.
As far as framing i don't see what the 20% bottom of your composition add to the piece you could crop to the knee and it would not take away anything of particular importance i believe. Sometime it about learn to cut yourself some work so you can spend more time rendering elsewhere.
I think the spot between is shoulder and head on is neck is to bright.
The image is only provide as far as the cropping for comparative purpose.
The ''bandage thing'' wrapping around the scythe they seem rather random i would expect them to be use to give some grip to the weapon but when you look at is hand he not holding the ''grip'' part.
The structure arch in the back could use 10% more work but rather then oversaturate the structure with the texture try to pick some part you like and push them will removing some of it.
If you look at the stone texture the level of detailing is off compare to the distance from the viewer the object in the foreground should have higher priority in term of amount of detail and you already have alot of detail to lead to your character you don't need as much texture to attract the eye to that part of the image you have alread the arch framing is head and the arch repeating in the arch itself or the scythe head going to the staff and to the character face.
One thing is you push to much the blooming effect in your hair in general leave some saturation to the eye pop and it even more powerful.I mean unless he like suppose to be like ghost rider with a head in flame in that case i would rework the hair.
I am not sure if he suppose to be all bone or if he a ghoul but i would say those hand look to fleshy to be bone.Also it could help the viewer to know what evil being he looking at because the face is getting partially lost behind the shoulder.
As far as framing i don't see what the 20% bottom of your composition add to the piece you could crop to the knee and it would not take away anything of particular importance i believe. Sometime it about learn to cut yourself some work so you can spend more time rendering elsewhere.
I think the spot between is shoulder and head on is neck is to bright.
The image is only provide as far as the cropping for comparative purpose.