Comments: 27
StephOBrien In reply to bayobayo [2017-12-27 05:04:37 +0000 UTC]
Thank you very much for the in-depth compliments!
The bridge beneath her is something I struggled with; I always have trouble with segmented surfaces like that and the floor of the Last Corridor. I'm still not sure how to get it flat enough without making it look like the character's feet are spread across too many tiles or boards, so it tends to end up looking like it's on too much of an angle. If you know how to fix or avoid that problem, I'd really appreciate your feedback!
I actually do a lot of Undertale fan art; I have an ongoing webcomic with a new page coming out every 2-3 weeks, and I tend to do one or two standalone pieces between each page.
Thanks again for the compliments and feedback!
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craftsbyblue [2017-12-19 00:16:00 +0000 UTC]
Hi from ProjectComment! I'm commenting as part of the Everything Must Go contest .
I'm not familiar with Undertale, but I feel that your version of Undyne is better than the original sprite . I would be terrified to run into a character like this; the heavy shadows on the right side of Undyne's face, her pitch-black eyes and mouth, and that ominous eye-beam all contribute to the impression that we should be running away from her, fast. I may be wrong though, since you wrote that she's the heroine in your title.
The composition of your drawing is really good. I really like how you complemented the red, black, and yellow color scheme with a black and purple background; it helps Undyne stand out while making her even more ominous. Despite both having a lot of black, your excellent shading and highlighting prevents the character from getting swallowed up by the background. The decreasing wavelength of the waves from the edges to the center of the piece also guides the audience's attention towards Undyne's face and torso. This effect is strengthened by the intersection of the bridge and wall as well. Lastly, I like how she's too close to the audience for comfort. This, coupled with the fact that there are seemingly bottomless pits on either side of the bridge, strongly conveys that there's no escape.
My main suggestion for this piece is to make the shading more consistent. My initial impression was that the spear isn't very luminous, otherwise I would have expected it to have this kind of effect on her fingers, along with stronger highlights on her right boot and the right side of her armor. However, given the highlights on the underside of the shoulder armor, I think that the blue highlights on the glove and the side of Undyne's torso armor should be much stronger. Additionally, given how brightly it lit up the shoulder armor, and the dark shadow it caused on Undyne's face, I expected part of the neck, as well as the ground, to have white highlights as a result of the eye beam.
Lastly, given how well-textured the feather and armor are, I would suggest adding some textures (possibly scales, since her description in the wiki states that she has blue scales) to Undyne's skin, especially the fins, since they look relatively flat in comparison.
Hope this helps, and keep up the excellent work!
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StephOBrien In reply to craftsbyblue [2017-12-27 04:52:57 +0000 UTC]
Thanks for the detailed and well-thought-out compliments! You're definitely right that if you see Undyne in this state, you should be running away; at this point in the game, you've screwed up, and you're about to find out just how badly. Unfortunately for you, it's already too late to run. Enjoy the brutal boss battle.
Good point about the shading; I agree with pretty much everything you wrote there. The ground does have some lighting from the eye beam (though maybe you didn't realize it was from that beam), but I definitely could have stood to make the highlighting stronger on the parts of her that were closer to the light sources.
Scales... hm... that's one of those ones where I waver between "that's a good idea, it would look great!" and "man, that would take forever". On a day when I feel like taking a lot of time on a single picture, I ought to try that. Maybe it wouldn't take as long as I think; won't know until I try. Thanks for the idea, and good luck in the contest!
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TheSirenLord [2017-12-16 12:47:30 +0000 UTC]
Hello I'm from project comment and I've come to provide CC
www.deviantart.com/tag/project…
So first here are the positives, The background is amazing reminding me of Bionicle or Dexter's Laboratory. The pose is really nice too! Her Hair is very well done here. the shoulders are well drawn
There are some negatives though. Her hands seem a bit undefined. Her teeth are pointed strangely. One foot is bigger than the other. I know it might be meant to show that she's walking but the flat stairs really ruin that. Also the Stairs are poorly draw.
Over all a pretty cool art with a few flaws keep up the good work!
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StephOBrien In reply to TheSirenLord [2017-12-17 00:06:20 +0000 UTC]
Thank you very much for the compliments and feedback. Her teeth are a bit weird, but that's how they are canonically (at least, in some sprites), so odd diagonal teeth it is.
She isn't actually on stairs - that's the bridge where you fight her. It's probably at too much of an angle, though; floor angles tend to kick my butt.
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SparkleMuffinStudios [2017-12-16 01:24:48 +0000 UTC]
Ah! This is pretty good! However, the teeth seem a bit weird, maybe try adjusting the positioning of the teeth. However, it's very smooth and nicely made!
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StephOBrien In reply to SparkleMuffinStudios [2017-12-16 06:42:00 +0000 UTC]
Thank you very much for the feedback! If you're willing, a bit more specificity would help. How do the teeth seem weird, and what adjustments do you suggest? If you're referring to the fact that they're at an angle, I drew them like that because the sprite's teeth are angled, so I was trying to stay true to the source material.
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SparkleMuffinStudios In reply to StephOBrien [2017-12-16 06:47:28 +0000 UTC]
Ahh! Sorry, I haven't looked at the sprite recently, so I didn't know
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StephOBrien In reply to SparkleMuffinStudios [2017-12-16 06:49:31 +0000 UTC]
No problem. A few people have commented on her teeth being weird, and they are at kind of a strange angle in many of her sprite faces. And then, in some other sprite faces, they're perfectly straight and not even pointy. *Shrug*
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Izvin [2017-11-19 15:39:58 +0000 UTC]
Sight to run away from. I really like thought you put into colouring. Those teeth really look a bit as if they were turing inwards, down her throat, though. Maybe if their points were not hidden behind lower lip it would not look that way.
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StephOBrien In reply to Izvin [2017-11-20 06:56:03 +0000 UTC]
Thanks for the compliments and the insight. Definitely a sight to run from... but by the time you see it, it's too late to run away.
I made the bottoms of her teeth disappear behind her lower lip because that's the way it looks in her in-game sprite, but you're the second person to say that they look like they're bending in toward her throat. Maybe it's because they're brighter near the top, which could make them look like they're sloped away from the light?
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Izvin In reply to StephOBrien [2017-11-20 10:55:41 +0000 UTC]
Yop. Unless you are Sans and can just teleport away.
Perhaps that will do the change.
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StephOBrien In reply to Izvin [2017-11-23 07:50:57 +0000 UTC]
Yeah, Sans is probably the only one who could escape at that point without somebody getting killed.
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XXPaxtonXX [2017-11-04 01:15:08 +0000 UTC]
This looks amazing! The shading is amazing and everything looks so clean and smooth!
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StephOBrien In reply to XXPaxtonXX [2017-11-04 01:56:26 +0000 UTC]
Thanks, I really appreciate the compliments!
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adam-ant2 [2017-11-03 17:17:16 +0000 UTC]
The following comment is a ProjectComment broadcast:
I love the Dexter's Lab style you've put into this. It makes this a pretty appealing pic. Undyne's original design was already cool, but the new elements you've added gives it a touch of flare. It's always nice to add our own little details and speculations into a character design. I believe the mot eye catching part of this pic would have to be the sound wave pattern in the background. It may not make a whole lot of sense but boy is it cool. As for flaws, the hands look too 'soft', they look like something you'd find on a rough draft and they look awkward on a finished piece. Also the teeth look like they're bending towards the throat. Other than that, good work.
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StephOBrien In reply to adam-ant2 [2017-11-04 01:55:56 +0000 UTC]
Thank you so much! I haven't actually seen much of Dexter's Lab, so I'll have to take your word for that, haha. The "sound wave" pattern is based on the walls in this area of the game; I wasn't sure what, if any, other details to add to make them look more wall-like, and this looked good to me, so I decided to go with it.
When you say "the teeth look like they're bending towards the throat", do you mean they look like they're bending inward from the top? And when you refer to soft hands, do you mean the edges are fuzzy, or something else?
Thanks again for the compliments and feedback.
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