old topic of Art for Bad Moon Rising NO NEW POSTS
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
Re: last (possibly) villain (Art for campaign Bad Moon Rising)
While I see what Girgistian means about her back muscle mass and balance, I've decided I don't want to start over. If I ever draw a winged woman again, I'll keep it in mind though. Maybe the bigger armor makes it a less obvious problem anyway? (Big heavy armor for someone who flies... I choose to ignore physics.)
I made the gold a little more saturated, avoiding orange though. I'm not sure that was the right way to go.
I made the gold a little more saturated, avoiding orange though. I'm not sure that was the right way to go.
Re: last (possibly) villain (Art for campaign Bad Moon Rising)
Maybe if you went even further and made the armor more gold-looking? I tried a quick example... I hope you don't mind. (Very quick... most of the outlines are still bright yellow and I made some of the lower parts too dark... but still a suggestion.)
Also, I would change that point in the middle of the armor, where it indents upwards just above her hand. Maybe make it so it doesn't indent?
Do whatever you like, though, of course. Your portrait.
Other than the armor, I think it's very good. It would work well in this campaign. Good luck and have fun!
Also, I would change that point in the middle of the armor, where it indents upwards just above her hand. Maybe make it so it doesn't indent?
Do whatever you like, though, of course. Your portrait.

Other than the armor, I think it's very good. It would work well in this campaign. Good luck and have fun!
- Attachments
-
- Nemesis5barmoredit.png (86.58 KiB) Viewed 4392 times
I am your best nightmare...
Re: last (possibly) villain (Art for campaign Bad Moon Rising)
Garen Voh,
Thanks, I think I see what you mean. I'll try to make edits along those lines.
Here is a flat image of the protagonist. This is to replace the old "veteran" portrait (page 2 of this thread). It didn't look that strange when I flipped it horizontally, so I think he's OK, but if anyone sees anything please let me know. Edits to flat images are a lot easier.
This is probably the second-to-last portrait for this campaign. Then I'll make an attempt to help with core portraits. Most likely without success, but you never know...
Thanks, I think I see what you mean. I'll try to make edits along those lines.
Here is a flat image of the protagonist. This is to replace the old "veteran" portrait (page 2 of this thread). It didn't look that strange when I flipped it horizontally, so I think he's OK, but if anyone sees anything please let me know. Edits to flat images are a lot easier.
This is probably the second-to-last portrait for this campaign. Then I'll make an attempt to help with core portraits. Most likely without success, but you never know...
Re: protagonist (Art for campaign Bad Moon Rising)
This is good, especially for a flat portrait. I look forward to seeing him in happy 3D-ness. 
I would darken the headband and the clasp, but other than that it'll be great.

I would darken the headband and the clasp, but other than that it'll be great.
I am your best nightmare...
Re: protagonist (Art for campaign Bad Moon Rising)
And here he is shaded. One problem I can see is that he doesn't look very protagonist-ic. Possibly due to too much helmet, not enough face. So maybe this isn't the lead character after all.
EDIT: I should have posted the 205 pixel image as well. The lack of detail Garen Voh pointed out below might not be as noticeable. These 205 pixel images are annoying.
Last edited by doofus-01 on May 5th, 2008, 1:21 pm, edited 1 time in total.
Re: protagonist (Art for campaign Bad Moon Rising)
This is very nice shaded. Not a lot of problems with this one.
You might want to mess with the sword so it looks more like a sword and not so much like a plastic toy. I'm at a loss how to do this, but I would go look at all the other portraits with swords and steel weapons and do your best to discover how they work.
I think the cloak and his arms need more detail or shading.
And finally, I still think the clasp on his cloak should be darker.
With that, I bid thee have fun.
You might want to mess with the sword so it looks more like a sword and not so much like a plastic toy. I'm at a loss how to do this, but I would go look at all the other portraits with swords and steel weapons and do your best to discover how they work.
I think the cloak and his arms need more detail or shading.
And finally, I still think the clasp on his cloak should be darker.
With that, I bid thee have fun.
I am your best nightmare...
Re: protagonist (Art for campaign Bad Moon Rising)
I like this one a lot, one of your best portraits.
A few things, is that the armor doesn't look metallic enough (more like the same material as the police vests of nowadays) for metal you need to make more contrast between the shiny and the dark (extreme cases) I think there was a tutorial on the forums about that.
His right arm biceps needs a bit more definition, he is holding something that looks heavy and the muscles must react to that (because I don't feel enough tension as if it he isn't holding anything)
The blade would need more work, but that's already said.
The rest, I like the colors you choose and the armor design, the face is very well done (the nose could be touched a bit if you want) and I like the facial expresión.
A thing, where he is looking at? for a generic portrait he should be looking forward (or at least where their target audience is) since the eye contact is a very strong part of comunication on human beings since it gives a lot of information to a well observer (if its paying attention, if its interested, if he is lying, etc.)
Cheers, and hope to see how you continue to develop your graphic skills with your new works.
A few things, is that the armor doesn't look metallic enough (more like the same material as the police vests of nowadays) for metal you need to make more contrast between the shiny and the dark (extreme cases) I think there was a tutorial on the forums about that.
His right arm biceps needs a bit more definition, he is holding something that looks heavy and the muscles must react to that (because I don't feel enough tension as if it he isn't holding anything)
The blade would need more work, but that's already said.
The rest, I like the colors you choose and the armor design, the face is very well done (the nose could be touched a bit if you want) and I like the facial expresión.
A thing, where he is looking at? for a generic portrait he should be looking forward (or at least where their target audience is) since the eye contact is a very strong part of comunication on human beings since it gives a lot of information to a well observer (if its paying attention, if its interested, if he is lying, etc.)
Cheers, and hope to see how you continue to develop your graphic skills with your new works.

"Mysteries are revealed in the light of reason."
Re: protagonist (Art for campaign Bad Moon Rising)
The sword is a tad bright, unless it's supposed to be magic or something.
Re: protagonist (Art for campaign Bad Moon Rising)
Thanks for the comments, I've tried to address the points you raised.
- The sword - should look less like a plastic toy.
- The armor - I purposefully made the material non-specular, looking to kitty's orc as a reference. Most steel I've seen is not shiny unless someone made it shiny. I toned down the edges and brightened the damage, where it would be shiny. Not sure they don't look like bird droppings.
- Bigger bicep
- The face - Didn't really understand what I was supposed to correct, so I don't know if this is any better. Scarrion is a major character, so his portrait shouldn't be one of the oldest and worst. I ran out of time, so the hands do not even pass my judgement, but most of the rest is about right I think. As before, any help catching errors early on is appreciated. Thanks.
- The sword - should look less like a plastic toy.
- The armor - I purposefully made the material non-specular, looking to kitty's orc as a reference. Most steel I've seen is not shiny unless someone made it shiny. I toned down the edges and brightened the damage, where it would be shiny. Not sure they don't look like bird droppings.
- Bigger bicep
- The face - Didn't really understand what I was supposed to correct, so I don't know if this is any better. Scarrion is a major character, so his portrait shouldn't be one of the oldest and worst. I ran out of time, so the hands do not even pass my judgement, but most of the rest is about right I think. As before, any help catching errors early on is appreciated. Thanks.
Re: protagonist (Art for campaign Bad Moon Rising)
The nose is better, and overall it looks an improvement, thank you.
The thing about the face is that if the portrait is intended to be used in a campaing as a dialogue image, the unit shouldn't be looking to his back, but forward (in case the target of the dialogue is in front of him)
While impressive, that's the only thing that looks off compared with the rest of portraits I have seen on the official game.
Cheers.
The thing about the face is that if the portrait is intended to be used in a campaing as a dialogue image, the unit shouldn't be looking to his back, but forward (in case the target of the dialogue is in front of him)
While impressive, that's the only thing that looks off compared with the rest of portraits I have seen on the official game.
Cheers.
"Mysteries are revealed in the light of reason."
Re: protagonist (Art for campaign Bad Moon Rising)
I see, thanks. I don't think the image is so unreasonable for dialogue, but I won't recycle the pose.
As for the other guy: still a work in progress, and hopefully this is progress.
As for the other guy: still a work in progress, and hopefully this is progress.
Re: main villain - 3rd try (Art for campaign Bad Moon Rising)
A little more progress. The shirt was big and boring, so I thought maybe if he was wearing some armor underneath it, that would break things up a bit. Or look really stupid and impractical. Not sure.
I only did one shoulder, I would need to do the other and also something with the chest. I'm hoping to get a second opinion on this before I go too far. Any thoughts?
I only did one shoulder, I would need to do the other and also something with the chest. I'm hoping to get a second opinion on this before I go too far. Any thoughts?
- Drake General
- Posts: 103
- Joined: July 23rd, 2007, 2:38 pm
Re: main villain - 3rd try (Art for campaign Bad Moon Rising)
isn't he supposed to be a mage of some sort? Mages don't wear armor, it's very restricting, and it doesn't go with the robes. but otherwise, pretty good! 

I don't rock the world.
How can I rock the world if I don't understand all of it?
How can I rock the world if I don't understand all of it?
Re: main villain - 3rd try (Art for campaign Bad Moon Rising)
It currently looks like his shirt has been etched out of rock (which would be even more restricting than armor). I think it would be better to make wrinkles with the shirt, similar to what you have except less rocky, instead of armor underneath it.
The vest does look much better, though. I'd keep that the way it is.
Much progress is being made.
The vest does look much better, though. I'd keep that the way it is.
Much progress is being made.

I am your best nightmare...
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: main villain - 3rd try (Art for campaign Bad Moon Rising)
Part of the issue is that the wrinkles in the shirt don't make sense - have you used reference material? if not, i suggest that you should - the shirt, particularly the arm closest to camera just isn't hanging off the body underneath. The shirt would hang from the point of the character's shoulder, with wrinkles pretty much at right angles to those seen at the top of the arm, i think - but best to check with a reference shot.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.