02-09-2014, 10:11 AM
The hand is a lot better and really adds to the image. Some of the structure to the hand doesn't quite seem right...check the angles of the finger bones on the back of the hand, they don't line up with the wrist in perspective very well. You also need to think about drawing overlapping forms when showing things like the fingers going into the distance with foreshortening. Look especially at the little finger. For example a knuckle joint will overlap the next segment of the finger a little. Show one form in front of the other. Values of little finger are a bit off which also breaks the depth illusion. Just look at your own hand if the ref is hard to make out...the lighting was really bad after all.
Other than that, move the head of the monster to be higher and to the right, so that it isn't so centered and obscured, and instead becomes the primary focal point. The ref I shot wasn't just for anatomy, but I kept composition in mind, so the main focal point in each was my head. Just use a basic silhouette to figure out placement of things for composition without worrying about rendering. Your monster still could do with a lot of work on it to show off, volume, form, texture and design but don't do that until everything is in place compositionally.
And when it comes to rendering, you might want to start having a think about your lighting scheme. At the moment it is very ambient and even which doesn't make for a very dynamic or exciting image. Consider different schemes to up the drama and impact. How about if this was to take place in a dark bathroom, lit by a set of flickering lights winking off and on, and our hero during one of the flashes, catches sight of the monster? This kind of story exploration is really good because it helps build up ideas for lighting, mood, narrative, etc.
The motto should be, research and do most of the problem solving of the illustration up front, so that rendering is just a technical exercise.
Other than that, move the head of the monster to be higher and to the right, so that it isn't so centered and obscured, and instead becomes the primary focal point. The ref I shot wasn't just for anatomy, but I kept composition in mind, so the main focal point in each was my head. Just use a basic silhouette to figure out placement of things for composition without worrying about rendering. Your monster still could do with a lot of work on it to show off, volume, form, texture and design but don't do that until everything is in place compositionally.
And when it comes to rendering, you might want to start having a think about your lighting scheme. At the moment it is very ambient and even which doesn't make for a very dynamic or exciting image. Consider different schemes to up the drama and impact. How about if this was to take place in a dark bathroom, lit by a set of flickering lights winking off and on, and our hero during one of the flashes, catches sight of the monster? This kind of story exploration is really good because it helps build up ideas for lighting, mood, narrative, etc.
The motto should be, research and do most of the problem solving of the illustration up front, so that rendering is just a technical exercise.