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Nice usage of green-yellow (analogous) to make things blend together alongside the purple demons he surrounds himself with (Complimentary to green)

However you are a bit lacking in knowledge of lighting and shade and a bit on anatomy (which is something I see a lot of newgrounds artists struggle with). With the arm shading you simply copy the lines of the arm without any curvature or folds of any nature, and the shading is a lot darker/sudden than the original color (I suspect not using the proper brush settings or too much of a darker value)

Also its a rule of thumb in anatomy that our arms are JUST long enough to cover our groin. When I imagine rotating Blaise's hands downwards, I can see it going way past it. (You may Lasso Tool selection > Set your anchor point to the shoulder > Rotate it to see my point and later > Ctrl Z to undo) this is fine for cartoony or for style purposes however

also I can't put my finger on it but I'm unsettled with the colors of the pants/shoes. (though it might just be me)

I know what it's like having a project idea that never leaves your head after so many years. There are actually a lot of things you can do to refine it and prepare whilst you're waiting however. Personally I took a lot to writing and explaining every inch of area in the game, as well as creating an overlay map to also help evaluate how long my game would be. Next I'm studying pixel tiles and tiling in general to lay out the foundation of the walls and areas (even if its just some dumb blocks, they simply serve as a guide to how the level is built and will be replaced with actual designed walls once I'm ready)

If you're determined, there's usually a way. You may even hang out programming websites/discords and help-out with their projects by simply giving 1-2 music themes in exchange for their temporary assistance and/or expert advice. That's just one example of how you may start making connections and get it going! Personally I can't really draw too much due to (life), however writing and planning takes a lot less time and thinking from me so I resorted to that most of the time.

try avoiding making a character face the camera. it comes off as unnatural

that's a lot of personality she's got going on

eyes are misplaced, but pretty good anatomy

Try this next time;

Make a clipping mask
apply Gaussian Blur
Use B&W on a low flow soft brush to have more control over your blur

the head is unaffected by the hair in terms of shade

the hair implies there's lighting coming from "everywhere" whereas your arm there says its slightly to the right. contraire to your hand there, as the cuts on the gloves are shaded implying its on the left.

Her center upper lip is a bit cut up

you could've made her shoulder-upper arm's lighting slightly reach-out to the chest, conecting the two a bit instead of making the arm feel isolated and individual

She looks way too fit to have all that neck slabs (I'm looking at the back of hair neck and its folds)

The index finger is missing some colored line-art

Hope this all helps.

that got a good chuckle out of me

DEEPFRIEDFLESH responds:

glad to hear

2 characters facing a complete 90 degree is a bit of a turn-off, but drawing so many is definitely a challenge deserving of applause.

TIGZON responds:

I see your point.
Thanks for the compliment

stylistic but his torso is a bit anatomically faulty

those mellons look like theyre gonna pop

the floor doesn't "quite" match up in persective

I like drawing things

Self-taught

Joined on 5/29/14

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