DWIV - 2D - CGS_xRaZx - Sigrún the Void-Valkyrie


#1

**UPDATE 5/19 Did a new pose for the Final Ill overnight. Though this work could use a whole lot more done to it, this is what I submitted due to time. There are still parts that I’m happy with, and I’m just happy that I actually got the chance to submit something at all, alongside completing finals and struggling with the final illustration. Congrats everyone, we’re done!

**UPDATE 5/18 Completed Text Image, Model Sheet, and Concept Board… Doing my best to finish this Final Illustration before tonight!!


**UPDATE 5/16 90% Model Sheet and beginning stages of final ill


I guess its go time! I’m new to the DW competition and even though I’ve followed CGSociety previously, this’ll be my first post. I’m in my junior year at Columbus College of Art and Design, so I’m still a bit behind in the experience compared to a lot of the pros I’ve seen in DW so far, but I’m going to do my best to compete. :slight_smile: But thats enough about me… on to my character.

First off, some character silhouettes I did for a bit trying to explore some ideas for a Norm invoker or warlord. I knew that if I went with a warlord, she was going to have to have an epic looking bow.


Since doing these I’ve decided to go with the archer character (about 80% sure, lol) and the following image is a refined version of one of my previous silhouettes. I did a quick bit of painting and blocked in some basic value patterning for the outfit. Followed that with 3 other variants. I realize that the head position is slightly weird and the face needs some tweaks. I also still need to start working on the bow.

Thanks for checking my thread and thanks ahead of time for any critiques. Good luck all!


#2

Got my images fixed. Looks like the long layout makes the scrolling slightly annoying. I’ll avoid that in the future. Enjoy, and good luck!


#3

hey Raz! cool silhouettes! one question does it take you also as long to finish one, like it is for me? i’d need 30 mins to an hour to make it look flowy and stuf… quick ones always end up ugly…

the last drawn out silo looks very good to me, her face look very … eh innocent to me, like that!

also the outer right silos in the last bottom rows wake my interest, would like to see them drawn! keep it up! see ya around :wink:

edit: oh btw… the hands on the last drawing are a bit small compared to the rest …


#4

Great silhouettes. Did you plan on having the Bow design similar to the character design? I liked the silhouette with the bow that sorta overtooked the character, makes the weapon feel totally unstoppable, but yet still leaves the character noticeable wielder of it.


#5

Syrez-one: Thanks, I’m glad you like the silhouettes. They used to take me a long time when I first started. I’m still probably not as fast as some, but these came out pretty fast. Sometimes if I can’t get the proportions or form to look right I’ll do a really quick drawing in line work, then fill it in and start adding/subtracting to find stuff that I like. Also, consider copying your strongest silhouettes and working off those for slightly imilair silhouettes and/or varying costume designs for the same pose. Thanks for pointing out the hands. I’ll get around to that in the more finalized drawings.

SleepingLion: Glad you liked the silhouettes. I’m definately going to make the bow much bigger than her, close to how it looks in the silhouette where she is holding the bow horizontally with the halo behind her. She’s going to summon the bow from the amulet around her neck. Right now I’m just debating some things with the design, so that she is able to pull back the bow string far enough to make it look like it would actually do something, hahaha. I think I’ve got a good idea to show this though. Updates on that will come in time.

Thanks for the comments guys. Any preferences in the value study layouts? Which are your favorites?


#6

Thanks for all the detailed suggestions! :slight_smile:

Your sketches are looking great. Interesting shapes and nice details.

One crit would be that I think her hips could possibly be a little wider/curvier to make her more feminine.

The other thing is that huge weapons and armour on petite characters, in my opinion, tend to make the weapon look very light as if it were made of plastic. I know Final Fantasy and WoW does this all the time and people love it, but your weapon and shoulder pads are even more extreme than theirs so it’s just something to think about.

It also seems like the shoulder pad has a different style than the rest of her outfit. It’s all rounded curves while the rest seems quite angular. It might be cool to try to unify them to look more like part of the same outfit. You also have some other cool shoulder ideas among your initial silhouette sketches that might fit more nicely.

Just my 2 cents…

Keep it up! And good luck!


#7

Nice concept.I like the second image the most, the black and grey one. By the way, is this a 2d or a 3d entry?


#8

OMG, how embarassing. I forgot to put 2D in the title. Is there no way I can fix this? I just tried editing the post and it didn’t work.

But yeah, this will be a 2D entry.


#9

Hi there, good start, i like your concepts :slight_smile: I like the last one in the 3rd row in the first sheet.

And yeah you can change the title, but for you to do that you need the post your situation in General Discussion Thread : http://forums.cgsociety.org/showthread.php?f=282&t=728091 or send a PM to forum leader Heavyness.

Keep up the good work :beer:
~ Armand


#10

aeonseraph: I’m glad you liked that particular silhouette, its the one I picked out of the bunch. I got the thread title changed too, thanks for the info.

Okay guys, I figured I’d post some more silhouettes here, some rougher block ins of how the final image might layout. When I started working on these I really just started brainstorming cool looking poses that an archer character could be in, as well as think about how her form would fit in the composition and how her silhouette would read, etc. Ironically enough, I decided to block in the silhouette of just the figure, just to experiment with posing and flow. Once I pick a pose, then I’ll base the rest of the composition and even the armor/character design off of that.

For the first thumbnail, I was thinking it might be kind of cool to just have her floating in the air, looking down a bit upon the viewer. For all the rest of the thumbs I was imagining what a skirmish scene might look like, with her jumping into the air and firing her bow. I’m torn between going with a battle scene or just a floating pose with scenery behind it.

A problem that I’m having is the size of the bow. I want to make it big, but in order to fit it in the composition, then the bigger the bow, the smaller the valkyrie. Kind of a push and pull here.

Well, without futher blabbing, and now that you guy know whats going on here, time for the thumbs.

Let me know which pose you guys like best, or how you feel about a more standard floating pose vs a battle scene. I know these aren’t much to look at, but I figured a little bit of outside opinion would be important before moving forward (not to mention I’m having a hard time deciding myself). So let me know what you think! Thanks!


#11

HI bro, I saw your thread the other day, but didn’t have time to post but it caught my attention, s here I am. To start of, I like your girl she’s got something attractive about her, which is important when drawing chicks, some people just don’t have what it takes.
In my personal taste i normally shift towards more balance in proportion, and not over exaggerating, but then again thats just me, but do keep it in mind, always try and find that harmony or something might overwhelm everything ells and you don’t want that (I struggle with this all the time). With the archer thumbnails I would go with the third row.
Keep up the good work, and good luck with your finals at school, have a good one man and don’t rush it. :beer:


#12

From what I’ve seen, you’ve decided for the girl to use physical strength to pull the string on the bow. The obvious choice is the second to bottom left one as the others aren’t possible. I think if you were to make the mechanics of the bow magical, you can have a lot more possibilities. She won’t even have to touch the bow to fire it, the bow can be floating above her and she could use her magic to control it. That to me would be more believable than a girl firing a huge bow by herself.

If you want to keep the mechanic of the bow more physical, you could add some kind of elements to help her keep the bow in place. So she’s only touching the string now and can put all her effort into pulling the string and firing an arrow (or whatever you want her to fire)

All in all I think you need to flesh out the mechanics of the weapon first, before you jump into composition.


#13

thanks for your critique you have helped a lot ,

I saw your thiumbnail for your character I think you should pic the one before the last one it’s on the right, she has her left leg up and her right leg stretched out, looks like it has more of dynamic action pose, and her stretching, she’s in motion.

I also now just noticed that her hair will help her dynamic pose as well, maybe go witht he concept of snales at her tip of hair or flowers at the end of her hair, but some sort of creature will make it even more intriguing as a final render

Dominance War IV
http://forums.cgsociety.org/showthread.php?p=5790212#post5790212


#14

hahahaha (crazy laugh)

love your design, a huge bow oh yes! :bowdown:

two things: This reminds me of a windsurf board, what if the Bow was a means of transport, you drive it, you don’t carry it. Makes and excuse for how can such a small character carry such a humongous weapon. A few elements like a steering device and a place to stand can really make this look cool.

I think the bow should not have a physical string. Maybe its magical and the string and the arrow are made of magic so it can be fired more easily.


#15

I like how your design is coming along. Your initial silhouettes are very cool, especially the ones that show action. As for the composition thumbs, I like your first one because of the dynamic perspective and I like the elegant pose of the fifth layout. Can’t wait to see more!


#16

Hey man! (Ahmed here) Loving the progress. I just got back to Cbus, so I’ve been kinda away from the internet world lol.

I definitely like your progress.

As for the last silhouettes, I feel like it would be more effective if the figure was slightly bigger. I agree with KtfFang, really interesting point about magical vs physical strength to pull the bowstring. I think, for your final image, you don’t actually have to have the bow being pulled. Maybe have it floating diagonally, with her resting on it, ready to “attack”. Perhaps. Keep doing silhouettes of ideas, you never know what else you might come up with!

Hope to see you tonight at DPG, peace!


#17

Okay, first off, I’ve got a bit of a value study blockin that I started over one of my previous thumbs. If I read the rules correctly, this is the actual max size that the final illustration can be. I guess here I’m really just focusing on the composition and depth, as well as placement of the character and how the armor/bow will look. Still struggling with the bow size and the composition. Even though the face on this value study i still pretty rough (couldn’t get it to look right and wasn’t going to fall into that trap right now) I think the face is an important factor in “getting” a character, so I bumped up her size so that the face would be bigger and less pixellated. However, that puts more of the bow off the image plane and this might be a problem. In another rev I’m going to try turning the bow so that it comes toward the picture plane much like my first thumbnail pose, but still try to keep Sigrun in the same pose as she is now in the value study. And now, the initial stage of my value study:

And since I was posting this, I figure I’d post some of the other design elements I’m tackling. You may notice in the above image that the shoulder pads are different from the older concepts. I tryed moving away from the spikes for this paint just to see how something else might look. I don’t hate the old spikes, but I feel like they may be a little cliche… so I’m trying out some different things for the shoulder pads. Below is a wing idea I’m working on, it still needs some loving to make it look good, but maybe you guys could give me an early crit on it? Also some different hair and headdress ideas. I didn’t want to go too crazy with the head gear because I know for a fact I want the hair to be flowing and free, showing the motion of Sigrun in the final image. I think if I go with the wing design elements, I’ll probably integrate that into the bow somehow.

And now to catch up on the replies:

SoggyClog: Thanks for commenting back on my thread here. I agree that I can accentuate her hips a bit more, I’ll save that for the final modeling sheet and concept board for now. As far as the shoulder pads being a different style, I think they fit. If anything is out of place its the ultra-angular wrist guard which I’m going to tackle after I decide on the new shoulder pads. About the ultra-huge gear, I understand what you are saying, but I am a huge fan of Final Fantasy stuff, and the whole WoW look is definately an undeniable force right now, so its tough for me to shy away from extreme contrasts in size like this. I really want to push the design. Sometimes looking at a design that seems impossible makes it just that much more epic and fun. Also, for people who need explanations for things like this, her bow and maybe even the wings if I keep them are going to have more of a magical ethereal look, so the size/weight shouldn’t be that much of an issue.

vikramvr: I agree about the second value set, but I also really like the white one too. I’m kind of torn right now over this.

live2contage: I hear you loud and clear. I definately will keep an eye on my balance, but like I mentioned above, I really want to try to have fun pushing the design on this character. We’ll see what pans out here. Thanks for the feedback on the thumbnails.

ktfFang: We’ve spoke some more since this post I think. The mechanics of the bow is next on my list.

jccal: Good call on putting things in the hair. I started it a little bit in the current design below the value study, but I’m going to add more. Maybe not snails or flowers, but definately some ties and trinkets for sure.

Yone: I’m glad you like the bow idea, I like it a lot too, lol. (Am I allowed to say such a thing about my own creation?) As for riding on the bow, that might be a little too hip and too sci-fi for what I’m going for here, but its definately a cool idea. And yeah, I’m seriously contemplating having the string and/or firing mechanism on the bow be more magical based so that she can turn the bow and have it coming out at the picture plane.

fluxen: Glad you like the sils. I had fun with them. You are dead on with the dynamic perspective being a good thing here. I’m going to incorporate that idea with the current study to get more of the bow into the picture without shrinking the girl. Thanks for commenting back. Also, if you see Kenji at work, tell him Raz said “hi”, heheh. He should get a kick out of that.

So, to wrap up this ultra lengthy post, I will reiterate my questions…

How do you guys feel about the composition so far, like the bg enviroment, the bow going off the page, should she be smaller/bigger, etc. ?

How do you guys feel about the wing idea, as well as the current size of them in relation to the armor?

Thanks, sorry for making you read so much!


#18

it’s coming along nicely, here tummy is looking hot, and in general I think you should just keep pushing i this direction. your doing great, and give it all you’ve got times is ticking.
and I think this competition is really about that, just coming up with the most Bizarre characters possible, so go for amigo. :beer:


#19

Cool, I’m glad you like the direction so far. Time is definately ticking, lol. My finals are coming up, and those are some serious time hogs, so its going to be quite a balancing act.


#20

Finals are finally over and I’m scrambling to get this stuff done in time for Monday! Model sheet is close to finished but I’m just struggling with positioning of all these different elements without down-playing the turn around and full assembly of the gear. Also, debating changing the shoulder details, going to mess with that in the fina ill and then change it in the model sheet. The final illustration is finally underway here as well, totally changed my composition (twice actually) but I think I’m set on the current one (I kind of have to be, hahah). Everything is still in a rough state, going to polish up the clouds and put a lot more detail in the ground planes and stuff. I started to paint in her figure, armor and all, and things started to get muddy, so I erased it all and tried laying down a line drawing to get the pose and armor all looking correct. I’ll be moving on to painting the rest up today.