Frozen planet concept

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Old 10 October 2013   #1
Frozen planet concept

Hi everyone,
This is work in progress of some concept art for my own project: http://universumwar.com/
After completion of this picture it will be cutted into layers and animated for some 2D cutscenes..
As always critique, advices and comments are welcome!



Link to large image: http://universumwar.com/_ph/2/85204138.jpg
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My current project: Universum: War Front - FPS/RTS/RPG in one Space Epic
 
Old 10 October 2013   #2
The overall image is visually a bit too busy due to the high contrast in values you have everywhere. When you plan the tonal composition of the entire image, it's important to manage your values at the macro level so that all of your main shapes are creating a coherent and balanced tonal composition even without any local details at all. Imagine if all the main shapes in this scene are just flat values as if they are paper cutouts of just silhouette shapes. Now, assign these main shapes a value for each of them, so that even as just flat value shapes that's very simple (like a very basic thumbnail value sketch), the whole scene still looks very coherent and has a strong sense of spatial hierarchy. Once you have that, you can go ahead and start working on the local details such as rendering forms that are dictated by your lighting.

Now, the tricky part is you need to maintain the average value you assigned previously on each main shape, so that each main shape doesn't fly off the handle and have significant areas with much brighter or darker value than the original average value you've assigned that shape. That is how you prevent your scene from becoming a jumbled mess of chaotic visual noise with too much contrast everywhere competing for visual dominance and without a well-managed set of values that form a strong tonal composition. Your finished piece should show a clear and simple visual design with clarity when you squint your eyes, instead of lots of very dark and very light values scattered everywhere in the scene.
 
Old 10 October 2013   #3
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