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Topic : "War God fantasy image" |
Shadowman member
Member # Joined: 26 Oct 2000 Posts: 282 Location: Glen Ridge N.J. USA
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Ian Jones member
Member # Joined: 01 Oct 2001 Posts: 1114 Location: Brisbane, QLD, Australia.
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Posted: Thu Jul 25, 2002 2:04 am |
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There are plenty of anatomical issues here, but it depends on what you are trying to achieve... humanesque or beasty -esque ! hmmm !
What specifically are you going for? |
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General Confusion member
Member # Joined: 13 Apr 2000 Posts: 365 Location: NJ
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Posted: Thu Jul 25, 2002 7:26 pm |
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Shadowman
I'm gonna be critical... look away if you're fragile....
Overall you're rendering technique is getting better.
Your light source is undefined, right now you have the character lit from the front, with a strong blown out light, causing every element to be lit kind of equal, almost like there a huge lightbox above to the left and behind us.. the viewer. it's espoecially apparent in the muscles. The planes that make up the body, all fall in different angles in realtation to how the light affects it..
for example the arm that is higher on the axe handle
the forearm, according to your light setup shoud be pushed to be a slight bit darker than the bicep, because the plane of the bicep is parallel to the light source.. that will create a division of arm masses.
you dont have any cast shadows, and the ones that you hinted at, look more like form texture, they dont appear to be shadows... thinsg like the water will get shadows, the wall will have fall of lighting from the sconces...
and being that there is fire present in the image, you could play up the secondary light source, onto the back of the character, causing a nice hot glow on him. as well as the axe... since metal is not highly reflective, it's more matte, there wont be alot of varying differneces in its colorization, but the fire will cause some hot spots on it
use your lighting to direct the viewer..
toen down the background more for a depth of field effect, bring some more light into the foreground water.. (because light is read first by the viewer) so by keepign that in mind you coudl direct the eye to what is and isnt imposrtant....
the perspective on the wall is incorrect. the bricks on the right side of the image, should be the bigger ones, since they'r ecloser to us, and the ones to the left shoudl get smaller.....
the pose on the character, has the mirror affect sort of to it... somethign that is practiced alot in animation, is avoiding having a mirrored pose to it, meaning dont duplicate the silhouette, flip it and then use it for the otehr side...the way your image is postioned in relation to the camera, goes againt my mirror argument, but if you rotate the view slightly so its in front of the character hes is posed with a mirror setup... vary your pose up a bit, add some more flair to it, make the silo of the guy interesting b4 you even render it, then you'll see that alot of rendering isnt required to make it look good.. the pose if striking enough could supply thta interest...
and basic anatomy shoudl be looked at, but you mentioned that already
I hate to put all this on ya, I certainly dont want to discourage you, I think you're improvements have definitely shown over the years, you have to keep at it
I commented like this cause I know you want to hear it.... at least I hope, ask Mark Damian what he thinks...
later |
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Shadowman member
Member # Joined: 26 Oct 2000 Posts: 282 Location: Glen Ridge N.J. USA
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Posted: Fri Jul 26, 2002 8:26 pm |
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Hmmmmnnnmnnnn.........I got to think about this..........
I mostly wanted help with the anatomy........
I just wanted to say to General C that the lighting is supposed to be comming from the fire that is why he is lite from both sides....
oh and Ian Jones I was leaning toward the human yet stylized anatomy....if that helps |
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