Valkiers portraits: It's like I can touch you!
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- thespaceinvader
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Re: Valkiers portraits
To echo what kitty said on IRC yesterday, the more you do, the more it all looks almost completely monochromatic - there's almost no colour variation between materials. Partly because your two lights are so strong, I guess. But currently, it looks less like bone, metal, wood, fabric, leather, and more like it's all one generic plasticky material. I also feel like the teeth in his lower haw need some definition.
Otherwise, it's definitely getting there =) Looking forward to the finished version.
Otherwise, it's definitely getting there =) Looking forward to the finished version.
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Re: Valkiers portraits
Quick update because SOME people *coughcoughTSIcoughKitty* are impatient.
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Re: Valkiers portraits
Emphasis mine. I have to commend Valkier because simply achieving that kind of convincing rendering is very hard.thespaceinvader wrote:To echo what kitty said on IRC yesterday, the more you do, the more it all looks almost completely monochromatic - there's almost no colour variation between materials. Partly because your two lights are so strong, I guess. But currently, it looks less like bone, metal, wood, fabric, leather, and more like it's all one generic plasticky material. I also feel like the teeth in his lower haw need some definition.
Otherwise, it's definitely getting there =) Looking forward to the finished version.
However, it does all tend to look like one material, which probably follows from using the same rendering rules on everything. Bones can be shiny, but they can also be matte, and nearly everything is being rendered with the same sort of speculars, and the same sort of gradient in the diffuse sections.
As for the light, it's again an accurate rendition of an unusual situation; the skeleton has two direct light sources, and no ambient raydiosity of environmental light. Usually it's that last bit that evens out things and makes them stay in their 'natural' color (bone being tan), because that last bit often mixes enough of so many lights into that it's not purely one color. Outdoors, this ambient light is usually a mix of blue+green/brown, and they combine with the yellow on the sunny side of an object to give it something mostly like white/neutral light (except at certain times of day), and a purplish/bluish cast on the dark side.
So in this case, I think it might be a good idea to tone down the strong separation of the two lights, and make more of the middle territory into neutral, 'natural' colors (e.g. whatever the material would look like under white lighting).
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Re: Valkiers portraits
*tries to sneak up on arch mage*
"Oh no, I'm about to get hit by a fireball!"
It's a very nice Deathblade, and I like the creepy lighting.
"Oh no, I'm about to get hit by a fireball!"

It's a very nice Deathblade, and I like the creepy lighting.
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Re: Valkiers portraits
Its looks very good, i espeically like the cloth. My one thought is that the rib cage looks a little smallValkier wrote:Quick update because SOME people *coughcoughTSIcoughKitty* are impatient.

Re: Valkiers portraits
If that can help, my "friend" Angelo was willing to do a little posing to show off his ribcage. Of course, he's a little stiff, but I hope it is somewhat useful as a reference.
Re: Valkiers portraits
That is the strangest looking ribcage I have ever seen. Gives me an idea to fix the thickness of the ribs at least. I think everything else is pretty much spot on as far as size and shape however.Squig wrote:If that can help, my "friend" Angelo was willing to do a little posing to show off his ribcage. Of course, he's a little stiff, but I hope it is somewhat useful as a reference.
I'm not going to toss out the possibility of your lighting suggestion. I do think I can get away without resorting to it. If it turns out I'm wrong however, I do have yours in mind. I think the seperation really sells the feel of what I'm going for, so I want to try to make it work.Jetrel wrote: As for the light, it's again an accurate rendition of an unusual situation; the skeleton has two direct light sources, and no ambient raydiosity of environmental light. Usually it's that last bit that evens out things and makes them stay in their 'natural' color (bone being tan), because that last bit often mixes enough of so many lights into that it's not purely one color. Outdoors, this ambient light is usually a mix of blue+green/brown, and they combine with the yellow on the sunny side of an object to give it something mostly like white/neutral light (except at certain times of day), and a purplish/bluish cast on the dark side.
So in this case, I think it might be a good idea to tone down the strong separation of the two lights, and make more of the middle territory into neutral, 'natural' colors (e.g. whatever the material would look like under white lighting).
Without further ado, I give you metal.
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- thespaceinvader
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Re: Valkiers portraits
Personally, I'd probably put the other axe in his hand. And I think that oddly, the eyes add more humanity. He almost feel friendly. In the previous one, the empty sockets definitely felt a little more creepy.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: Valkiers portraits
Much progress since I checked last time!
The differentiation of the different materials starts to work nicely! (Only the blades of the axes don't look too metal-y atm)
But I have to agree with both points tsi makes: the eyes make him too nice and comical, empty sockets are way more spooky. And the stiff position of the open hand reminds me of an opera singer... I'd put the second wheapon in that hand - the fighting with two axes is what makes this unit special!
You're pretty near to finishing that guy now - who will be the next one? The Revenant or the Archers?
The differentiation of the different materials starts to work nicely! (Only the blades of the axes don't look too metal-y atm)
But I have to agree with both points tsi makes: the eyes make him too nice and comical, empty sockets are way more spooky. And the stiff position of the open hand reminds me of an opera singer... I'd put the second wheapon in that hand - the fighting with two axes is what makes this unit special!
You're pretty near to finishing that guy now - who will be the next one? The Revenant or the Archers?
Re: Valkiers portraits
It had to be done.kitty wrote:And the stiff position of the open hand reminds me of an opera singer...
Re: Valkiers portraits

Re: Valkiers portraits
Neoskel wrote:It had to be done.kitty wrote:And the stiff position of the open hand reminds me of an opera singer...
Actually in IRC I brought up the idea multiple times that to me he looks like he's either singing or saying hello to his gay soul mate. I'm kinda fine with either one actually. I can claim to have made a skeleton look homosexual.kitty wrote:- Was that on purpose, Valkier?!
As for the axes, fine. I'll put it in his other hand. But you owe me.
I may go for the revenant since it gets closer to finishing up a units leveling line. Also thinking of messing around here and there and making an alternate wraith portrait. I know, you went and stole it *a single tear is shed* but I may be able to come up with something usable for a character for someones UMC or whatnot. The wraith obviously wouldn't be my focus however.You're pretty near to finishing that guy now - who will be the next one? The Revenant or the Archers?
I'll try to finish up the deathblade tonight or tomorrow. Going to start making some quick concepts for the revenant now.
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- thespaceinvader
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Re: Valkiers portraits
Just a side note: you're eminently welcome to combine the revenant and draug into one portrait, should the mood take you.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: Valkiers portraits
Not sure I follow.thespaceinvader wrote:Just a side note: you're eminently welcome to combine the revenant and draug into one portrait, should the mood take you.
Win if you can. Lose if you must. But always cheat.