heysawbones [2009-07-28 14:36:55 +0000 UTC]
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The color is muddy because you're rendering in black and white on top of color, and all of your shadows are soft shadows. Also remember that all visible objects (objects are only visible because they reflect light) can be 'secondary light sources'. This means her dress reflects on the gold accessory, and they both affect the way the skin is lit. The picture looks like it should be cartoony, but that doesn't mean it should lack depth. A way to correct this is to pick a consistent light source (it's good to start with one, not four million) and render from that point. Don't forget to think about the object's distance from light sources (the correlation between distance and intensity is probably obvious to you), and both the color of the ambient light (environmental light), and the primary light source. Ambient light will change the base color of everything in the image. To help yourself out, try making your background rendering field a color that makes sense given the ambient lighting. Try not to paint on white, it distorts your understanding of lighting situations and often leaves you with desaturated figures that don't stand out. Primary light sources allow you to give an object depth by giving the viewer the illusion of distance from x , of texture, opacity, etc.
Never use bulky or flowing clothing as an excuse not to draw a framework for them to hang from. It's a bad habit, and you will regret it.
I went back to /ic/ yesterday. There wasn't a lot in the way of actual drawings. That place is really sad these days.
... not that it wasn't heinous before, or anything.
Good luck with your next painting.
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Lolip [2009-06-10 15:41:12 +0000 UTC]
I didn't recognize the name but I recognize some of the characters. Are they a namefag? Because I really don't remember owlgem. ): I know, I'm horrible.
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