Wow. The foreground is efficient in simplicity and....that sky...that BACKDROP.... Just "Wow."
Wow. The foreground is efficient in simplicity and....that sky...that BACKDROP.... Just "Wow."
That looks fun to fly! Kudos on keeping everything proportionate, symmetrical, and overall looking great!
Since the metal plating shade of grey is kinda trying to blend with the grey fuselage of the fighter, it would be a good idea to make the background either a black tarmac kind of look (so the machine pops out more) or to give the fighter a paint job for the same effect.
In a futuristic setting of stealth-defeating detection, I'm sure blending in to the blackness of space is the last of their worries. :P
The 3-Dimensional attention to detail all over the Thermal Radiators are really eye-grabbing, and I'm loving the plausible details all around the cockpit. Like the Rescue release latch, the cut of certain panels, it all looks great.
The idea of the Omnidirectional Engine Pods on the very tip of these slender Predator / Reaper Drone looking wings raises concern of the payload capacity of the wings. They're long and slender, and I'm sure they're made of intense materials. SPACE materials, even...but its really the only detail in the design that I'm curious about.
Granted, in an animation, it would frantic and awesome as it's doing spins and maneuvers, absolutely TESTING the wing's ability to not snap off...and then it needs to abruptly pitch down, so the pilot is blinded by a pillar of fire shooting upward right in front of his line of sight...hope it's not leaking fuel, or catches on fire, because now the pilot is terminally IFR for the rest of the mission.
Also, there's an additional set of wings or kind of "fins" that are in between the Thermal Radiators and the cockpit. They're prominently featured in the top view, I think I can see where they end, aligned with the rear "X-wing" stabilizers, but on the side view...I suppose they're mostly hidden behind the top OmniDirectional Pod, but they don't seem to lend any significant stability to the design. If they were shaped to look more like a long-range comm or sensor array, that would lend strength to the design, in my opinion... wings have no function in space but a surface. There's no airflow, and no real need to generate lift. It's got plenty of thrust to compensate for that! :D
Great design! Reminds me of many a cool sci-fi. Can't wait to see it animated!
What a thoughtful and comprehensive critique. Thanks!
In response, I'll try to address some of your concerns.
First, the engine pods. The idea is to move the thrusting units as far away from the center as possible in order to gain a mechanical advantage over moving the ship in zero gravity. You'll notice that the 'wings' or engine booms are actually quite thick compared to an aircraft wing, as they have no aerodynamic needs. To add to your concerns though, you should also know that the wings hinge back 90 degrees for storage, so the structural challenges in this area are vast for sure.
The rapid pitch thrusters are a serious design flaw that I chose to leave as is. Without going into too much detail, these fighters are generation two, but are still the result of a VERY rapid development cycle with very little testing (The colonies needed some sort of defense craft while capitol class ships are being built). Additionally, these thrusters are actually high-energy ion engines, which emit very little visible light when operational. Fire is a non issue, as the cockpit is the only pressurized and oxygenated location, and the engines use an electrical fuel source.
The craft is actually designed to undergo some basic atmospheric flight to facilitate emergency landings, so you'll notice the wingletts actually do have flaperons. The computer controls all flight surfaces during atmospheric flight because of the crafts inherent instability (much like a B2).
Finally, I'm kinda torn on how I want the craft 'painted.' I feel the somewhat boring grey lends to the fact that the craft is rapidly developed (You'll be happier with the MkIII in this area).
You're welcome to PM me if you feel a need to respond to any of the above, and again, thanks for the thoughtful feedback. Though I have responded to most of it, I am not ignoring the concerns you've raised.
WOW! Cool cool cool! The shading on the character is pro! The RAIN looks fantastic! Maybe they go a little too persistent, in-a-row, those rain lines that are 8-in-a-row over the rock in the pond? But they look fantastic, the rain drops....and hell, I'm impressed that you actually found a TASTEFUL usage of the Lens Flare. I've never seen that effect done with the lens flare, and of course it would be as simple as just tuning down the opacity.
You are RAPIDLY growing as an artist! If you carried on the same density of the shadows into the background and among the foliage and even some of the lake, this would be PERFECT. While I understand the creative decision to hide most of the animal carcass, I kind want to see more of it...y'know...challenge yourself with animal anatomy. lol
I'm so stoked for you, I can't wait to see what you do next! Keep that momentum rolling and kick some ass, dude!
thank you :') i didnt know too much on how todo the rain but studyed for like an hour and i guess it payed off :) i just love your reviews they are the reason i improve :)
Strong, great composition on where everything is laid out. You got a great feel for the "Rule of Thirds."
It leads the eye. The skull is dominant in the frame because the eye is lead almost DIRECTLY to the bleached skull amid all of these vibrant water colors. What immediately becomes apparent is the misshapened top of the skull. In my personal opinion, I think the skull would work better if it were more rounded off.
What happens instead is, from the stage-right eye, it goes straight up (like it should) but keeps going and then it elbows in a sort of acute angle to flatten out the top. To take into consideration the black line that outside of the stage-left eye, running up and detailing the temple, provides dimensions on where the front of the face begins and ends, it makes it appear that this particular skull has a nob at a high, frontal part of its skull...and it just looks weird.
With the proportions that you've given us with the eyes, nose, mouth and chin of the skull...it IS BELIEVABLE that the top of the skull could END at that point, where it elbows out, creating the nob...what I think is making it look askew is the angle that's creating the top of the skull, facing the left of the frame...makes it look like he's got a flat head!
You'll note that there's a thin line of purple, from the background, that runs along the top of that surface I'm talking about. I'm willing to wager that if you filled in all of that white, and extended the skulls cranial dimensions out to the two distant tree things in the background? The lower tree would be completely consumed, and as long as the top of the skull is slightly curved, that would look a little more correct.
To counter that! That skull's face is goddamned impressive. To the missing teeth on the side...it provides details that hint at a greater story, and I'm an avid fan to those kinds of details because it's stimulating to the imagination.
The water colors themselves help add to the mood. I'm not exactly a fan of the line of orange on the left side though...it doesn't do anything for me personally, and there's not enough of it to really be bothered with....that whole thing of orange could've easily just been more purple, and that would've been fine. You would have had a consistent cool-color theme going on, and that could lend with the gloomy dark plantlife imagery, and the skull to help entice some grimmer moods.
Intentional or not, I particularly enjoy the hidden face within the blue water color. We can see her profile, facing right, nose inches away from the mid-right border, her eye right below the lowest major branch of the tree. Its a nice touch!
Finally there's the graphite trees. They lend a bit of necessary atmosphere to piece, but could use some expanding upon. For instance, we see no plantlife rooted, no real idea of horizon or background besides neat colors. Even if it were just a nice, brushy, horizontal line implying solid ground, that would've helped a bit....even if it didn't fully commit to the right border. (but, I guess if you did that, it would compromise the hidden face, so idk wtf I'm talkin' about)
You had the right idea for adding additional graphite scenery in the top left...but I begin to wonder what came first...the plants or the skulls? Or was it JUST graphite? Because I'm beginning to feel like as you were fleshing out the skull's dimensions, you cut it in a little short so you didn't compromise those top left background trees...hence the weird flat top, am I wrong?
Regardless, down to every detail, this is some COOL art, dude. In the future, take greater detail in the pre-composition concept stage. Make it so your filesize is larger, your palette larger, so you can stretch and breathe more detail into every piece. Make no mistake: this is STILL good...but its an even better platform to launch upon higher.
Voted 5! Keep up the awesome artwork man.
Thanks so much! The original design actually extended to the left and went from green, light green, yellow, orange, red, and then purple and blue with very dark brown strokes as trees overlayed in the color but I didn't like it and chopped it down to this. As for the shape of the skull, you're right it does make a rather odd shape. The skull came first then the trees and the watercolor
I appreciate the great reviews!
Very nice color palette! The foreground dune which dominates the shot is shaded very efficiently, it looks really good, and there's no denying that's sand. Tops on that.
The midground dune looks really good, of what we can see. You did a great job at making it seem like it's waaaayyyy back there, and you were wise to make it a much lighter hue than the dune in front of it. My only problem is that as you follow it from right to left, it just kinda drops off and ends behind the peak of the foreground dune. If it had continued going, flat as can be, to the other side of that peak, it would've been stronger in my personal opinion.
The clouds look fantastic, almost oil painted...that sky is truly a thing of envy. My only other negative criticism is the yellowness of the sun, but take that particular critique with a grain of salt; every artist does things their own style...so your sun happens to be yellow. Happens to be spiky. Happens to bleed out a yellow aura around itself, and that's totally acceptable. If it were me, and the sun HAD to be in the shot, I'd make it a diffused white orb. But like there's no mistaking that's SAND that you've drawn there, there's also no misconceptions that the thing in the top left is absolutely the sun.
The positioning could also be improved...like, making it not cut-off into the corner would've lended some additional strength too. I want you to google or wikipedia research the "Rule of Thirds" which is a very strong and important rule of thumb when it comes to composing your art. It would really hold you over to implement the Rule of Thirds in the future. That way the frame, in it's entirety, really pops and nothings cut off.
You're doing great, man! Never stop!
thank you :D the sun was definitly the part i wasnt too sure of in then end but i had the shadows done and all so i thought shit... to i tried to make it work and i honestly think it turned of alright not grate but not bad either and the clouds :'P the clouds my fave part i spent the most time on those to give them a really satisfying look :') and im gonna go and look up the rule of thirds right away :)
Look great for mountains! The blackness of the sky and the greyness of the rock, though, makes it kinda feel like we're looking at a Lunar landscape though...we could easily be pointed to the clouds to indicate, hey, it's not the moon, we got an atmosphere to work with. But even for a night shot, I think it would still retain SOME color beneath the moon-light.
I really like the geometry of the backing mountains, and how the light source helps us out with the mountain range's shape.
Keep it up! Push yourself, and let's see what ya got!
hey, thanks. i realize its a little devoid of color, but im still getting that fine tuned. the support is really appreciated.
hopefully ill be posting again soon.
-This is Phobotech!-
I've done animatics for Cyanide & Happiness, Purgatony, and WWE Storytime! I'm also a voice actor that's performed roles in One Piece, Gundam: Witch from Mercury, & Smite!
Check out my sci-fi novel, Umbra's Legion on Amazon Kindle!
Age 37, Male
Voice Actor/Animator
Collin College
Denver, CO
Joined on 9/22/03