View previous topic :: View next topic |
Author |
Topic : "Unreal Tournament 2003 pic WIP" |
guarnere junior member
Member # Joined: 05 Jul 2002 Posts: 22 Location: dfsdfsdfs
|
Posted: Tue Jul 16, 2002 7:33 pm |
|
![](templates/drizz/images/hrline.gif) |
Due to the game coming out soon, thought I'd do a pic based on one of the tight looking charaters....its not done yet..but I like it =D....armors a bitch though C&C please ![](http://images.deviantart.com/large/indyart/dark/um_no_wip.jpg) |
|
Back to top |
|
lalPOOO member
Member # Joined: 12 Jan 2002 Posts: 399 Location: Canada
|
Posted: Wed Jul 17, 2002 11:13 pm |
|
![](templates/drizz/images/hrline.gif) |
thats fucking wicked, you must do skins. uh keep doing what your doing and you'll be more the fine. |
|
Back to top |
|
i dunno junior member
Member # Joined: 18 Jul 2002 Posts: 1
|
Posted: Thu Jul 18, 2002 1:14 pm |
|
![](templates/drizz/images/hrline.gif) |
heh thanks man ...this is gaurnere...my account got fucked up, but thanks for the comments ![](images/smiles/icon_biggrin.gif) |
|
Back to top |
|
aColdOldKodiak member
Member # Joined: 13 Jan 2002 Posts: 298 Location: California
|
Posted: Fri Jul 19, 2002 10:18 pm |
|
![](templates/drizz/images/hrline.gif) |
a suggestion for the future, don't paint with a white background. I personally make my rough backgrounds a reference for my lighting. |
|
Back to top |
|
MarshallX member
Member # Joined: 11 Dec 2001 Posts: 156 Location: Essex, ON
|
Posted: Sat Jul 20, 2002 9:00 pm |
|
![](templates/drizz/images/hrline.gif) |
Another suggestion...don't start detail until you have the full character coloring planned out. You may come back and realize that you'd like to make the character colored, or make him have more hair, thus making all the work you did on his hair pointless. Get my drift? |
|
Back to top |
|
Ian Jones member
Member # Joined: 01 Oct 2001 Posts: 1114 Location: Brisbane, QLD, Australia.
|
Posted: Sun Jul 21, 2002 4:12 am |
|
![](templates/drizz/images/hrline.gif) |
The pic is looking pretty good so far. I think I saw it in the gallery too... I would personally consider getting rid of the lines. Make the rendering stand by itself. I say this with a few specific areas in mind. The jaw line, the outline of the armour... and a few other things. To me, these lines really detract from the form. They flatten out the appearance of its shape too much and separate areas with a very bold distracting sort of statement. Do you know about line width variation? looking at comics for example, notice that the lines vary in width... the question for you to consider is 'why?'.
onto something else, as everyone else has already pointed out. 'Work from the broad to the specific', it's a mantra that makes so much sense. Basically you should work from the large shapes first establishing the basic colouring, major values, major light and shadow areas. Then you work to the specifics like details, materials and any additional tweaks and effects.
Think of painting like drawing, you start by establishing the major proportions, then divide and mesure off those to draw everything else. It helps to create balance and unity. What if you came back to this pic a week later and you decided to head in a different direction with it? You would probably leave the sections you had completed and start on the rest. The result a mixed up mess.
If you had progressed with each section of the pic at the same time, then you would be altering the whole thing at the next stage and it would be a lot more unified. Also establishing the painting overall before details helps you to see any problems earlier and make changes earlier rather than later.
I don't mean to preach to you, just been there done that myself. I have found working each area evenly to be much more beneficial.
Hope that helps. |
|
Back to top |
|
|