DWIV-2D-MrRico-Sister Mary


#21

well Mat beat me to it, and it’s good because he explained it a lot better than I would but basically yeah, those are some real good points. I also struggle with light like crazy and don’t know much, but it seem to me the light is coming more from the side than the front on the background but he gets frontal light on his face, just a little observation. Also If you have a tablet I can send you some cool brushes that help a lot when in come to painterly textures and stuff like that. big hug bro keep it up!


#22

Good creature, I especially like the wings with the logos on - nice. I think what you need to do now is first, integrate the wings better with the creature. At the moment it looks like they’re pasted in there. Check out pics of dragonflies and the like for ideas. And colour, too. The bright colour of the wings disassociates them from the body so try and get some colour continuity in there. Many ways to do it, from basic green tints from the light coming through the wings and onto the body, to greeny-red markings on the body to show it’s all part of the same thing.

Then, the head. Too much shadow. You need to get some reflected light in there and detail it because in this case it should really be the focus of the image, and that’s tricky now because the wings are so bright and there’s so much shadow in the rest of the image.

Oh yes, and while I’m at it, try and make the leg joints a bit more functional. They look a bit “flexi” at the moment, like the entire leg is made from rubber.

HTH, good luck.


#23

Hi Ricardo, nice to see all the progress you’ve made. About the rendering issue, the guys before me have made very good points, I only have some tiny comments to add. I don’t know if you are familiar with 3d packages, but when it comes to lighting a 3D scene people use the concept of 3 point lighting, which is extremely useful. This means that you have to think of the light sources as:

  1. a main or key light source, which provides the main illumination of the scene, casts the strongest shadows and creates the brightest highlights. In an outdoor scene, the key light would be the sun, for instance.
  2. a fill light. In most lighting scenarios, even the darkest shadows are NOT pitch black cause there’s always light bouncing off other elements. Many times, fill ligths do not cast real shadows, but rather produce brighter areas when elements are more “exposed” and darker areas for more occluded elements. In an outdoor scene such as yours, the fill light would be the blueish light coming from the sky and clouds.
  3. the rim light or back light: this is a light source that is placed behind your focal point (ie the character) and creates a bright contour around it to set it apart from the background. In your case, the glow from the wings could act as the rim light.

Looking at your image, I reckon there is no key light (which is not strictly necesary), so the whole lighting of the scence relies on the fill light. With that in mind, every element of the scene (character included) should pick up the blue tint of that light, and there shouldn’t be excesively dark shadows. IMO, your shaded areas shoudn’t have a brightness below 10-15%; just use darker brushstrokes for a few accents here and there.

Hope this helps. Good luck!


#24

Mathew, Daniel, Simon and Gerardo. Thanks a lot for all your words and for really taking the time to give a constructive critic. I really appreciate all your comments, I’ve realized through them a lot of things and found what was wrong with my painting. I just hope I will have time to finish it. Some work suddenly came and unfortunately bills are first. Thanks again for your help.
All the best
Ricardo


#25

HeY Ricardo,

Cool creature, like a lot your concept :D. Think the people before me make great suggestions about the painting. Hope to see finished your concept! Cheers!! :beer;


#26

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