Dick-kick Dino, and he's farting!? You crazy spags. Love the colors and the textures.
Also we gave one of your coaster dicks to a random girl on the plane ride home haha.
Dick-kick Dino, and he's farting!? You crazy spags. Love the colors and the textures.
Also we gave one of your coaster dicks to a random girl on the plane ride home haha.
Loving the ink and values! Fun concept, and the style is really grabbing me. The tilted icon is also blowing my mind!
I really love the way this is shaded. Fantastic use of color and subtlety in color choice. I am excited to see what this study evolves into!
I think that this one might be a stronger piece without the KO.
The more subtle warmth of the colors you're using with the character do enough to contrast against the background while the teal piping on the shirt grounds and unifies the character to the background very nicely creating a sense of cohesion in the piece. I feel like the KO is too saturated and draws too much attention to itself by breaking the values and color palette the girl establishes with the background. I also don't know how successful it is in going with the visual flow and keeping the eye moving smoothly - right now the legs and the outstretched arm serve to pull the viewer in to the girl's core and up to her face, but while traveling up the arm we hit the KO which is a bit of a detour without much to see.
Something to consider, really great linework, colors and textures here!
I was sat there for a good 10 minutes thinking if I should leave it out as well haha. Without it there's a fair amount of blank space, but I agree it does seem to skew the focal point of the image, so I'll keep that in mind for future pieces for sure. Great feedback man, really appreciate it!
Right off the bat it is very grabbing, good color use and easy to read. The red and the green and the tints and shades of each work well together and against each other create a visually appealing image. Sticking to three solid variants per color keeps things crisp while also providing enough depth for the monster to be believable. The shaky linework does a lot to keep the organic feel of fur without going over the top too much so good work on that, I think maybe a few points it could be crisper like on his left elbow and the top part of his hump, but the positive effect achieved outweighs the small nitpick there. I rally like the little marks on his body, the odd line and pip here and there really help keeping your monster from becoming plasticky
I'm not too big on the title. The green bar feels too saturated and the lettering could be a bit beefier (great work on the stylized title though - very creatively solved). I think a good work around would be scaling up the lettering and making the lines thicker but having the green be a drop shadow so the black is more subtly highlighted by bits of green rather than "hi-liter'd) by it.
The stylization of the clouds could be improved by making them crisper - I think - to match the bear and the city. ALTERNATIVELY you can harken back to older sort of collage style trashy pulp zine styles and have the background skyline and city be more detailed and rendered out (or just use clippings with a black-and-white filter) and have your monster crushing them; it would drastically alter what your drawing is about in terms of type of art but it's something to consider for future drawings.
I'm going back and fourth on whether I like the foreground buildings being blacked out or not, but they should be bigger. the far background buildings are well-colored and show an appropriate amount of distance but the foreground ones are smaller than the background ones, which while not impossible does create issues with the scale. A fun thing to try and do would be puts some buildings way closer to the viewer along the sides to sort of frame the monster and the whole piece. Buildings are great for frames because they do not need to be the same size or distance, they can in this case be partially destroyed and most of all in a head on shot like this the lines of windows when drawn in perspective create a grid and directional lines leading straight to your subject - helping with the flow and composition of the piece as a whole (though I will say you'd need to zoom out a bit to effectively use that space.
Moving a bit further along with the buildings I would say since the monster is standing right in the middle of the city there should be some knocked over buildings, some smoke rising up and maybe some fires on the buildings possibly helicopters or planes on the horizon or around the monster. Also side note the size of this is a bit on the large size, scaling down the picture is usually a good idea for hiding any imperfections - when zoomed in a noticed your buildings definitely lose some crispness that I had liked about them in general unless soething is super intricate and detailed the largest side of your canvas when uploaded to the portal never has to exceed something 2000 pixels.
Overall good job on this one, there's a lot to like for sure, it's a well executed type of simplicity that is crisp and fun, rather than basic and boring. The monster is well drawn and has a really solid color choice that is pushed forward by the washed out colors of the background. While there are some issues with the drawing, like the scale of the buildings and the basic foreground; and some parts of the story side could be more fleshed out with regard to destruction of the city, the issues don't hurt the piece as a whole too much.
Wow!
Thanks so much for taking the time to review my art.....really appreciate it.
Totally agree with the city and clouds (i have recently posted more kaijune artwork that tries to remedy some of this)
Love the buildings framing the whole scene idea, will be messing about with this.
Again thanks for your feedback and time ill be putting it to good use!
This would be a lot stronger without the vibraty animation. There just isn't significant enough motion or information change to make it worth the two frame change so the movement just makes it distracting.
Beyond that, you've got some good colors going on, the pale yellow of the moon is interacting well with the violet of the the sky leading into the blues and greys of the characters as well as the building on the left's blues and muted violet-grey. Where the color gets a bit broken is the green of the foliage on the bottom left and middle area, there are portions that feel too green and lush for the night. I think the darkest greens at the bottom work well enough but as it gets lighter it begins to be too much in my opinion, a more muted shade of green might do better, either tone it with grey or neutralize it with some reds mixed in there. The dirt at the bottom is really working well with the sky though.
If your heart is set on animating this I think an alternative way to go would be the glows. Having the glow of the city in the background, the moon and the light cast on the characters as well as the light light reflecting off of the shattered bits of glass could be an interesting approach. Its more work for sure but, a slow radiating pulse could really bring out the lighting.
Hope this helps in some capacity.
Dude, this is fuckin' killer.
Oh hai thx uu
There are a lot of standard issues with this, mostly in the anatomy and her right hand in particular but really the only advice on that is to do studies, break it down into basic shapes etc etc. But what is really standing out to me on this is the color palette. Overall you have it going pretty well with the alien girl, the yellows, greens, blues and violets work really well on her as does he planet she's standing on. The washed out colors of the planet do a great job of pushing her much more saturated colors forward in the composition great work on that. The black void of the space behind her could be improved by being a more navy blue or having bits of it be navy blue fading into black. Black is a very powerful tool, but in a scene like this I feel like it might suck the life out of it a bit too much given the nature of the shading and coloring of everything else.
The shade of yellow/orange of the planet she is holding isn't meshing well with cooler tones of her body. I like the warmness of it, but I think if it were more the colors of Jupiter (oranges reds tans in particular) it might work better, maintaining the warmness but also not being related through color similarity to the yellow stars on her tits but not fully committed since its a duller more ochre shade of yellow than the vibrant stars. The yellow glow also could be tweaked a bit, I think the soft shading isn't the way to go, it stands out on the hair particularly, but I find more solid thinner bolder strokes placed well works a lot better by generating more intense contrasts in the image.
The final and biggest issue I have with this is are the asteroids in the background. The brown doesn't work at all and completely breaks the otherwise solid color palette of the drawing as a whole. A quick fix would be to make them a similar color to the planet at the bottom but lighter. This will push them into the background more and not draw attention to them while pushing the character forward more in the composition as well as break up the background.
Good job overall though, colors are tempting to go crazy with but stepping out of what you think or assume colors are allows for much more interesting and even more convincing illustrations at times.
Thanks so much! I love this critique!! very helpful advice. This is very out of the box and new territory for me so I'm thankful you've pointed out things to improve on.
Really great colors and composition going on here, though I think it could benefit from a bit more crispness in some of the rendering. The ear and hair stand out the most to me as areas that can use a bit more time. Also the area where the head meets the neck is also looking a bit too graphic with the hard edge separating them rather than more gradual shading. But great job, overall a very well put together piece.
Thank you for taking time to type a review! I could spend more time on it, that's true but I wanted to move on.
Yeah, I wanted the attention to go to her face, so I didn't render other things as much as her. That's why it's so crispy. That goes for the hair as well. It's more detailed near her face to draw attention.
Damn dude, those colors :D
Yeah, something like that.
Age 29
Artist
Kool Skool
Los Angeles
Joined on 8/11/09