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/ic/ - Artwork/Critique


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File: 61 KB, 640x422, 1F36709F-5A30-4190-B027-3BC9ABAF1149.jpg [View same] [iqdb] [saucenao] [google]
3721440 No.3721440 [Reply] [Original]

My first time painting metal and also need help on presentation tips!

I really want to improve, so please be harsh if necessary.

>> No.3721461

>>3721440
lose the blue stripe, add some motifs on armor with a saturated color. more texture on the armor would be nice, scraps and shit. also please for the love of god, you're values between in light and in shadow is wayyyyy too far apart. Please close the gap

>> No.3721530
File: 1.04 MB, 1412x731, 342143152315325231523153215321`54`.png [View same] [iqdb] [saucenao] [google]
3721530

>>3721440
here OP, 90% of what I did was using adjustment layers and lassoing parts of the armor. the other 10% was just drawing lines on the armor for texture.

>> No.3721536

>>3721530
Yikes. Please dont critque my work

>> No.3721540

>>3721536
can you tell me what is cringey about it?

>> No.3721550

>>3721536
He gave you good advice, drop the ego.

>> No.3721560

>>3721540
I doubt That was op. just a troll

>> No.3721575
File: 628 KB, 1908x462, roughness.png [View same] [iqdb] [saucenao] [google]
3721575

>>3721440
the design is lackluster, and values are too dark. what is the narrative?(where is the character from etc)

rendering isnt a big deal for character concept, really.

Concept sheets/turnarounds like this are meant for 3d modellers to understand what is going on, so keep the readability in mind.

>>3721530
>>3721440

when rendering metal you need to remember that metal is reflecting an environment, depending on the roughness.

atm you painted it like plastic.


Both of you could look into some material fundementals, particularly roughness. see the reference for example.

http://physics80.physics.sjsu.edu:8080/opticsforartists/wp-content/uploads/2013/12/Optics-A-Handbook-for-Artists.pdf please absorb this

>> No.3721605

Thanks for all the crit so far guys! I will improve it with all your feedback.

>> No.3721637
File: 123 KB, 800x1226, a40a7bf0dae4518e4e4b9da068270b11.jpg [View same] [iqdb] [saucenao] [google]
3721637

>>3721530
Your premise that the value range is too wide is completely wrong. With reflective, shining metal, the values can freely go anywhere. The crucial part is having the knowledge on how to place them, which is what OP lacks first and foremost. You've changed the metal texture completely into something more resembling slightly damp stone, and that's definitely not the answer. The first and most important thing OP needs to do right now is study up on lighting and form, which is the best advice I can give him right now. Design wise, it is possible to raise the contrast without turning the blue all gaudy like that too. I can go on about the design aspect more, but I'm tired right now.

Here's a pic of some completely random knight concept art I grabbed from Google Images to illustrate some of my points.

>> No.3721663
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3721663

Hmm. Can't be bothered with what other people said but I'll give my lazy response!

My best tip would be to look at things as they are. The metal is just another surface that reflects things according to its attributes. My suggestion is: Take a random scene from google and paint it from the point of view of the armor. Like what would this plate see? then just dim it down and it'll look like you knew what you were doing. The more matte it is, the more you want to mix the local diffuse color to your image... Tere are tons of ways to utilize this shit... Study 3d. Do drugs. I don't care!

>> No.3721667
File: 594 KB, 937x565, 1542096205600.jpg [View same] [iqdb] [saucenao] [google]
3721667

>>3721663

Like, I just took this random painting and thought about how it would reflect to my eyes from that armor... If you want to make it more worn you can just dim it down or put some more scratches on there.

Remember that everything in our reality works with the same rules so basically every material is the same. You just decide the attributes...

>> No.3721676

Oh and sorry if I'm being too proactive here but Sinix made a pretty good video about shit like this about 4658 years ago.

https://www.youtube.com/watch?v=3JZeeTKCTs4

You're asking a good question because every material works like a mirror. there are just differen levels of specularity and shit...

>> No.3721695

>>3721637
My point was that OP has too much extreme value and almost no midtones, even you own picture agrees with me, color pick it and you'll see most of of it ranges in the values of 30-70% while OPs is 90-100% or 0-10%

>> No.3721767

Hi op here again, thanks for all the feedback again! I’m really glad that I’m getting so much of it and this seems like the best place for advice. ( tried reddit ).

>> No.3721770

>>3721530
you can use texture brushes to simulate the weariness of the metal

>> No.3721943

>>3721695
That might've been what you meant, but it sure as hell wasn't what you said or did.

>> No.3722176

>>3721440
Ignoring the colours the shapes are not that good. I'd suggest you check on historical armours and something like "Record of Lodoss War" for more fantasy designs.

-The blade looks flimsy and overly thick at the same time. There is a good reason why they normally have a wider base at the crossguard.
-The ass armour piece is absolutely unnecessary and also the wrong shape - you'll need something shorter and wider.
-Why is there a second piece of metal under the outer shoulder guard?
-What the fuck is that shit on his collarbones that probably won't let him move his arms up?
-Either remove the ridge on the shoulder guard completely or make it somewhat higher to protect the neck.
-Vambraces have the same problem as shoulder guard (two pieces on top of each other) but also overly long and don't seem to be in the same style as other armour pieces.
-He can't use his feet properly due to the piece of metal on the joint connected to the heel.
-And his back again has multiple armour pieces on top of each other also being stacked in the wrong way if his back was somehow flexible enough to bend so much in the spine that they would need to move at all.

>> No.3722414

>>3721663
>>3721667
see

>>3721575