View Full Version : Lady Knight in Cat-ish Armour (Concept Art/Design), Kevin Killjoy (2D)
Kevin-Killjoy 12-18-2006, 09:29 PM http://features.cgsociety.org/gallerycrits/218516/218516_1166480958_medium.jpg
Title: Lady Knight in Cat-ish Armour (Concept Art/Design)
Name: Kevin Killjoy
Country: United Kingdom
Software: Painter, Photoshop
Female knight concept art a game design. She's a knight who will lead troops into combat of foot. Created in photoshop/Painter from origial pencil sketch. Hope you like it!
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amusdey
12-19-2006, 07:33 PM
nice metalic fx.
take care with the body structure.
regards men
roaring23
12-19-2006, 10:46 PM
You metal rendering is top notch, but the face on that woman is all wrong.
It distracts heavily from what is otherwise a very impressive drawing.
TheFirstAngel
12-20-2006, 06:25 PM
nice rendering.
the face isnt as bad, just not finished rendering. what i think needs more work is the armor , it actually has nice details but the functionality is toubling me a bit.
With that halsberge she barely would be able to turn her head wich might not be the thing you want to have when you fight. the whole joints look a bit unpractical. specially the pauldrons do not look like if they spin on any axis since they are connected to arms as well as to torso.
highheels may look sexy but i doubt they fulfill any useful function in fighting as either.
since an armor mainly has the function of protecting you in a fight, i'd make sure it looks like you have the maximal possible freedom to move in it and then, when functionality is believable, add ornamental works on it :) since she seems wearing a chainmail under the main armor, i'd disconnect the pauldrons from the body plates and maybe try resdeign a neck area wich works more believable, if you would like to keep the dynamics of it, a headgear offers to stay as close as possible to the silhouette.
hope i didnt sound too harsh but i think instead of just writing "nice rendering" this prolly might be points you might find useful when aproaching an update or a next work
oh, and as for rendering, it might help next time to try keep an alloverlevel of rendering, also, when showing works to clients, its always better to show an alloverimpresion than 1 finished part and having to say: "imagine... " cuz clients, usually cant :p
cheers
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