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Submitted on
March 2, 2011
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Reptilian Design: Female Final by DSil Reptilian Design: Female Final by DSil
Final illustration for a female of a playable reptilian race I designed for an MMO (previous designs here: [link] [link] [link] [link] ).
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:iconyoggurt:
yoggurt Featured By Owner Mar 30, 2011  Professional Digital Artist
Painting scales could be challenging but you've managed!
If you accept critique in comments I can share some general thoughts about this one
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:icondsil:
DSil Featured By Owner Mar 31, 2011  Student General Artist
Fo sho! I'll take any advice that will help me improve.
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:iconyoggurt:
yoggurt Featured By Owner Mar 31, 2011  Professional Digital Artist
At first - even in such drawings the air perspective is needed. The more distant object - the less color saturation and tone. So you'll get the darkest - a shadow part of right elbow and the most colorless - the shield and a tail-tip. Just pull some blue in shadows and you'll get profit
Also there's a lack of definite cast shadows on the body from arm and mandibula, that equalize planes and makes figure flat
Hope, this helps you
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:icondsil:
DSil Featured By Owner Mar 31, 2011  Student General Artist
Good point! I hadn't thought of using atmospheric perspective, but it looks like that would add a lot of depth. Thanks for the tip!
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:iconyoggurt:
yoggurt Featured By Owner Mar 31, 2011  Professional Digital Artist
you're welcome!
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:iconemeowrald:
Emeowrald Featured By Owner Mar 3, 2011
Sweet! I like how you used a bunch of different colors.
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:icondsil:
DSil Featured By Owner Mar 4, 2011  Student General Artist
Thanks.
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:iconemeowrald:
Emeowrald Featured By Owner Mar 4, 2011
You're welcome.
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:iconamnioticoef:
AmnioticOef Featured By Owner Mar 3, 2011
To me, the thick torso and legs make her look like a guy in a suit. Is that what you're going for?

In any case, the texture and pose are really great, as are the club and shield.
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:icondsil:
DSil Featured By Owner Mar 4, 2011  Student General Artist
Nope, just really beefy and, well, video-gamey. The design has to translate in a limited number of polygons, so the physical attributes are somewhat exaggerated for clarity.
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