12-12-2014, 10:44 AM
hey, I'm not sure I'll have enough time to do more on this, sorry.
On that character there is a problem with depth and form of the arm that is behind the other. The hand doesn't seem to connect in depth with where the forearm starts off. Basically the perspective does not match the character's. Find appropriate reference to help you with that.
The other crit elements of my previous post still hold. And definitely do something about that lady because her perspective is now completely out of whack with the others and the environment. The Head line for the men are flat on, maybe a little above them, but for her we are looking from a little below her, and she is still too low in the ground plane.
The background looks like a good start but definitely more dynamic elements needed. I feel that orange cave or whatever it is, probably attracts a little too much attention, and the shape it makes isn't particularly interesting in the comp. Speaking of lighting design, the two side characters are more visible and have more light on them than the central dude. He is basically a silhouette against that bright orange and disappears in detail.
Also where is that cold blue light that is on the characters coming from? The light in her hand is warm as well so it doesn't seem to be that. It should probably effect the environment somewhat as well.
On that character there is a problem with depth and form of the arm that is behind the other. The hand doesn't seem to connect in depth with where the forearm starts off. Basically the perspective does not match the character's. Find appropriate reference to help you with that.
The other crit elements of my previous post still hold. And definitely do something about that lady because her perspective is now completely out of whack with the others and the environment. The Head line for the men are flat on, maybe a little above them, but for her we are looking from a little below her, and she is still too low in the ground plane.
The background looks like a good start but definitely more dynamic elements needed. I feel that orange cave or whatever it is, probably attracts a little too much attention, and the shape it makes isn't particularly interesting in the comp. Speaking of lighting design, the two side characters are more visible and have more light on them than the central dude. He is basically a silhouette against that bright orange and disappears in detail.
Also where is that cold blue light that is on the characters coming from? The light in her hand is warm as well so it doesn't seem to be that. It should probably effect the environment somewhat as well.