View previous topic :: View next topic |
Author |
Topic : "Desert Outpost" |
nellenmellen junior member
Member # Joined: 11 Dec 2004 Posts: 23
|
Posted: Sat Jan 22, 2005 9:27 pm |
|
![](templates/drizz/images/hrline.gif) |
Hi, Im relatively new to here, mostly a lurker, but Ive been doing art all of my life and digital art for the last year or so. I thought I could come here and post something Im working on and see what could be worked on or changed a little. Fixed the link prob.
I feel almost finished with this one, I dont really want to take away from the surroundings by going into too much detail. I think it just needs to be polished a little. Any critiques are warmly welcome.
Len
EDIT: I uploaded a newer version of the picture, I added some motion to the covers on the watchtower, and defined some of the details in the highlights on the ground
Last edited by nellenmellen on Sun Jan 30, 2005 9:43 am; edited 5 times in total |
|
Back to top |
|
Naeem member
Member # Joined: 13 Oct 2004 Posts: 1222 Location: USA
|
Posted: Sun Jan 23, 2005 4:59 am |
|
![](templates/drizz/images/hrline.gif) |
hey there nellenmellen.
u've done a good job! The lighting is great and so is the concept. The only thing that I see that you should work on is the perspective and anatomy of things. they seem a bit too 'soft' if u know wat i mean. but keep up the good work dude ![Smile](images/smiles/icon_smile.gif) |
|
Back to top |
|
nellenmellen junior member
Member # Joined: 11 Dec 2004 Posts: 23
|
Posted: Sun Jan 23, 2005 6:08 am |
|
![](templates/drizz/images/hrline.gif) |
Thanks for the reply and compliments, I agree the hands and a few minor details need to be refined, I should go into a little more sharpness with the shadowing on him...etc. I was thinking about also adding a little more definition to the right side of the frame, the shadows and everything seems a bit muddled and pasty. Thanks though. |
|
Back to top |
|
nellenmellen junior member
Member # Joined: 11 Dec 2004 Posts: 23
|
Posted: Wed Jan 26, 2005 5:55 am |
|
![](templates/drizz/images/hrline.gif) |
UPDATE:
I also posted this on the concept art.org forums and got some advice about the lighting, etc, and worked on it a bit more, I came up with the two versions above that I put into the first post.
Len |
|
Back to top |
|
Naeem member
Member # Joined: 13 Oct 2004 Posts: 1222 Location: USA
|
Posted: Thu Jan 27, 2005 11:57 am |
|
![](templates/drizz/images/hrline.gif) |
nellenmellen>
great improvement on the update! looks alot better now ![Very Happy](images/smiles/icon_biggrin.gif) |
|
Back to top |
|
faeklone member
Member # Joined: 03 Apr 2002 Posts: 215 Location: Calgary
|
Posted: Thu Jan 27, 2005 10:36 pm |
|
![](templates/drizz/images/hrline.gif) |
From the light I can see on the dunes, the light feels like it should be very intense, which is why I"m kinda wondering why the backside fo the dune, at least the tops, arent' darker. The backsides, will have reflections off the dunes behind them, givning tehm a yellow to orange glow on the backside. Same goes with the buildings though. The big one in the picture was done really well on the left side, but the right side looks like there's severl light sources hitting it at the same time.
If you've heard of Classical lighting I belive you will understand what I'm getting at. The darkest part of the picture should be close to the lightest, and the side where you expect darks hould be a different colour, or a softer shade of the lightsource due to bouncing light.
And the light ont he guy needs work. He reminds me of the on screen artwork for old VGA games where the resolution was 640x480 and 256 colors. So you may want to fix that.
![Wink](images/smiles/icon_wink.gif) _________________ "It's not the tools you use but how you use them that counts." |
|
Back to top |
|
nellenmellen junior member
Member # Joined: 11 Dec 2004 Posts: 23
|
Posted: Sun Jan 30, 2005 9:46 am |
|
![](templates/drizz/images/hrline.gif) |
Thanks for the crits/comments, I uploaded a newer version of it, Ive really changed the lighting some more and kindof taken away the more muddled lighting areas that I had and pushed the two tone light/dark, along with some ambient radiosity from the sky to the right. |
|
Back to top |
|
faeklone member
Member # Joined: 03 Apr 2002 Posts: 215 Location: Calgary
|
Posted: Wed Feb 02, 2005 12:36 am |
|
![](templates/drizz/images/hrline.gif) |
That looks better on the tower and the dune. The guy still looks like a VGA character to me, but that could be just me. The tower needs a little fixing though, the red spot to the one side is supposed to be reflected light, but the reflected light wouldn't be stronger than the available light. what I'n trying to say is that the shadow cast by the dune is where that light should be shown, and not so high. If it's rust or due to the sand flying, then why isn't the rest of the building the same way too.
Anyway, great improvement. It makes the picture look so much better. _________________ "It's not the tools you use but how you use them that counts." |
|
Back to top |
|
|