View Full Version : Fantasy pic, ogre vs. the humans type.
09 September 2005, 06:47 PM
I'm makng this for fun, I thought I'd post it and get some feedback. I'm keeping this one for fun, any comments welcome but I don't plan to work on it for weeks on end. Just a loose practice session.
The basic idea is forest/cave setting, this geeser attacks a girl opr maybe more, and they are posing to defend themselves. I don't really like this violent stuff too much, but you have to at least do one I guess.
Mainly I'm focusing on correct lighting, or correct enough at least. And some sort of feel to the eventual composition.
_____________update here after____________
09 September 2005, 07:22 PM
Here's my general composition for now. DOn't which side he'll be on depends on effect. Can just flip it on a whim anyway. The character(s) will be around where he's watching, you can't see his eyes, but that's a small matter I think. Can't do much layer work with the low RAM I have so I'll have to be clever in staging the light and characters.
09 September 2005, 09:04 PM
hello again... some work on the leg...
09 September 2005, 09:21 PM
I like this thus far, but wanted to ask you if this is how you start a piece? Shadows and light first and then color?
The reason I asked is because I like the concept and really haven't tried it that way before.
09 September 2005, 09:26 PM
It's a solid workflow, I've seen others reach good results with it. The main reason for me is that I'm pretty ne to painting. And I'm methodically teaching myself the aspects of it. Thus far I'm learning the importance of value. ANd at the same time simplifying the process for myself.
I've found that a good B&W piece is better usually than a colour piece which lacks the dynamics of light. SO I'm pretty much convinced it is a good way to teach myself painting. I never went to school for it though, and can't comment on other peoples learning experience with it.
But it works so far, allthough, I must say, I've never made a good colourpiece.
Thanks for the compliment. I'll probably have regular updates if you want to see it progress. :)
Oh yeah, I tend to update into the same post untill there's a reply. I'll put in a number or something, and you can press <ctrl>-<F5> to force a reload without cached images.
09 September 2005, 09:49 PM
I really like this. I like the expression in his face. Great character design :)
09 September 2005, 10:09 PM
Thank you Enialadam. :D
Ok, I need help with the feet. I think I'm going to work on some other parts and I'll work on it later with fresh ideas. :)
this is number 2... hand added... and some shading on the leg. <ctrl>-<F5> :p
09 September 2005, 11:40 PM
the leg is to tiny for his pretty massive body imo,
oh - i really dig this monster, good work on the muscles and overall anatomy :thumbsup:
09 September 2005, 12:05 AM
Hmm.. yeah they looked tiny, but I figured it's an oaf that does only by strength, so he moves slow but sturdily. :shrug: extra ugly too. :) Thanks :D
Ok, second leg added... Dunno, I'll add a high contrast one to exaggeraate lighting. But this geeser will be darker than the milk skinned damsels. :) So I can't go overboard.
09 September 2005, 06:35 AM
Hi and thanks for taking a look. :)
I haven't had a chance to work o it yet, but I have been cooking up ideas. I was thinking fairytale creatures that are deending thier close ones. Anything weird looking but still 99,999% antropomorphic ofcourse.
And on a side note I had the idea the visible shoulder on this ogre isn't rendered properly, it's too bright. Does it look off to you?
I'll be getting back to this soon enough. Hope to see you then. :) Thanks again.
:scream: For beads and glory!!!
09 September 2005, 06:20 PM
Hi didn't do much but some adde details, haven't had a 'nice' week at all. So not so much to show. :(
Hope you like. As usual all comments and critique are welcome. :)
09 September 2005, 11:18 PM
Hmm, just struck me that it might be cooler to have him lean forwards way more, maybe it could be easier to create simpelr diagonals to guide the viewers eye towards the action, use his central axes to stop the eye into the action zone.
Any tips or thoughts on this? :)
09 September 2005, 07:56 AM
:wavey: - looking good.
09 September 2005, 03:14 PM
I guess, I'll go onwards on my own accord. Feel free to jump in and save my sorry ass anytime.
09 September 2005, 06:42 PM
I think the bending forwards bit depends a bit on the size of the "target(s)" and how they are positioned. May try roughing those in first to give a feel for it?
09 September 2005, 06:48 PM
Yeah, sort of twice the size of a human. maybe the size of a bull. (I'm talking height btw)
there will be several humanoid creatures moving away or to defend so there's freedom to that too. I'll get to blocking those in asap though. Good point.
Thanks for taking a look Overchord. :)
09 September 2005, 07:49 PM
updated image, press <ctrl>+<F5> to force it to load. :) To avoid the cache. :D
ok, quick shading fix ion the shoulders and head shadow, also neck crsiped up a bit, worked on the right arm, it's anatomically incorrect I just noticed. lol, easy fix though I hope. Will allow me to define the belly better too. :) So I'm off scratching the pad again. lol. :)
edit: Oh yeah I tride a new leg pose but unfortunately my painter app mysteriously crashe d on me as I was about to work them into better detail. I'll try it again since the effect was good. I'll post up a comparison.
09 September 2005, 10:31 PM
looks good! i see you kind of struggling with the brightest brights. I think you should look into making a 'gradient' of value down the figure. It helps the realism a lot.
If black is zero, 50%gray is 5, and pure white is 10 on your value scale...
the raised hand and arm get the most light so they should have a value scale of '0-10' but try to keep the majority of the value above 5. try to avoid black in this area, use only the smallest little dots if you must.
the head/chest/lowered arm are all in the middle range of light. Give them a '0-9' value scale. NO white! try to shift the majority value towards the darker middle.
The legs and lower body are geting the least light. Give them a value scale of '0-6'
your kind of doing this already but it seems the smalest 'sparks' of highlights are throwing you off a little. The one submission you made where you went realy bright i noticed the brightest brights were the same everywhere. If you tone the left shoulder highlights down 10% and the lowered hand down 30-40% I think you will like it a lot more. :)
09 September 2005, 11:04 PM
Hey thanks for the tip. I had this issue that they looked like tiny plastic sculptures when I played with eposure controlls and such, scale seemed off. Could be just that :D.
Off to bed now... so it's for tomorrow I guess. Can't wait though, heheh. :)
edit: I see what yuo mean, I think I'll add more brighter parts on the top side, like over exposed area's but I'm worried the 'good' characters will be completely over exposed afterwards if I don't take care enough to balance the weights. Off to scratching the pad now :)
09 September 2005, 04:33 PM
I'm amazed at how kewl this looked, I gotta show an old school high contrast one to show too. Thanks heaps Codenothing!!! :thumbsup:
09 September 2005, 04:57 PM
Wow wow wow!
You've progressed a lot I see.
I really like the darker vertion. Good job =D
09 September 2005, 06:04 PM
Triple thank you :D... Been trying ;) so it''s much appreciated.
And uh... any more lifesavers would be grately appreciated... *bows deeply*...
09 September 2005, 09:24 PM
woo! lookin GOOD! i like the darker one as well, but of course youve lost the lower half of the body right? so you should mask out the characters profile and make the lower half of the background 80-85% grey, and gradient to black as it goes up. That way the whole figure will still read and you will keep realistic lighting.
The cast shadow on his chest/neck area should be very crisp. The form shadows on the left side of the skull are excelent, but cast shadows are usualy super crisp and follow the surface of the skin. This help the viewer to 'read' the form better.
also you should tone down the left side of the colar bone because the deltoid (the heart shaped shoulder muscle) actualy goes over it. Check out some body building sites for reference.
09 September 2005, 10:31 PM
Hey Codenothing, thanks again!!! :D going to see what I cn do with it tonight, I saw in some Frazetta's he smudges over some atmospheric effects in different colour, I want to try that too, pulling more values to the midlle. :)
This is turning out to be a great learning experience.
09 September 2005, 10:31 PM
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