Posts: 1,970
Threads: 22
Joined: Apr 2012
Reputation:
243
Welcome to CD! :)
That seems pretty tall and not that wide for a top of page banner, will it be cropped in some way?
Do you have the site layout or actual site, that you can post as well? It is a bit hard to crit something destined for a web layout without seeing how it sits in relation to other elements?
In general I think the figures are very stiff and have some issues with proportion and quite a bit of work to be done on anatomy. This is more so for the male figures than the female. There are perspective inconsistencies with the big hammer, it looks like it is going into the page, but he is holding it like it should be coming out of the page. Draw hands as accurately as you can, even if it is loose. Hands and faces are the things you need to nail because they can easily bring down your painting if flawed
I won't comment on composition because I'd ideally like to see where this is supposed to fit on a webpage before doing that.
As a design crit on the characters, at the moment it seems like the dude on the left is from a different game completely to the others. Seems more modern? Perhaps this is intended, but I thought I would raise it.
Posts: 1,970
Threads: 22
Joined: Apr 2012
Reputation:
243
Heya, the render turned out quite nicely. I like the general feel and lighting. I think the dude on the left has anatomy issues still, especially the arms. I think you need to fix it because it is pretty distracting and brings down the piece. In general perhaps a little bit more work on implied texture for the fabrics would help as well. I feel they are a little too smooth and samey.
You could still implement a bit of tangent removal using overlap to separate the figures and add depth. The female figure looks like she is standing on a different lower ground plane to the rest. Looks odd, given we can't see her feet or have no context in the environment yet.
For the enviro, again it depends on your parameters. What environments are in the game? This is the first impression you are giving to people so make it relevant and enticing but also keep it relatively simple to not distract from the chars. I would be tempted to add a lot of depth in the background. Also keep in mind to make sure you match the light sources with the lighting on the characters. I would be tempted to add much more dynamism to the environment since your characters are relatively stiff. Flying embers from a fire, leaves, smoke blowing...etc
Posts: 1,970
Threads: 22
Joined: Apr 2012
Reputation:
243
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.