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Commission for Red Riot again
Now that I got a beefier upgrade for my pc. Bigger canvasses and brushes are more feasible as well as 3D models. Gonna have to save up for a nvme SSD, and well as the AI apocalypse is happening, that means I'm going to have to suffer the inflated prices.





 
Back with some work, gonna get back to the daily posting!



God, these are beautiful.

I'm a bit curious, how do you come up with the designs for your characters? With the commissioned works you probably get some reference images you can work with, but do you prefer to work with more anime/manga references or real people as references?
 
God, these are beautiful.

I'm a bit curious, how do you come up with the designs for your characters? With the commissioned works you probably get some reference images you can work with, but do you prefer to work with more anime/manga references or real people as references?

For this one and other works, I def get a ton of references and text from the customers so their characters are rendered out. I honestly prefer whatever I can get my hands on whether its real or anime/comic references. I wanna get as many influences as possible because even anime or comics take inspiration from real life. Its usually learning from real life and then taking that knowledge to stylize it.
 
For this one and other works, I def get a ton of references and text from the customers so their characters are rendered out. I honestly prefer whatever I can get my hands on whether its real or anime/comic references. I wanna get as many influences as possible because even anime or comics take inspiration from real life. Its usually learning from real life and then taking that knowledge to stylize it.
Are there any artists you feel had a big impact on your style? I can't quite think of any who have that particular mix of dynamic angles and detailed background textures. Most concept artists seem to prefer the "background smear of colours" thing, not sure why.
 
Are there any artists you feel had a big impact on your style? I can't quite think of any who have that particular mix of dynamic angles and detailed background textures. Most concept artists seem to prefer the "background smear of colours" thing, not sure why.

Concept art is mainly for quick concepting of themes or basically making a ton of disposable artworks so a project can find the best design at the fastest and less cumbersome use of time and energy, this video explains it well.


I would say some artist I take inspiration from are def anime but there are also great artists for linework that I really emulate or like



my lineart is getting better but I def want to improve on color and need to do some studies. But as an artist or in any subject, just doing studies will not make you improve, you gotta learn on the job and get better as you are doing work.
 
my lineart is getting better but I def want to improve on color and need to do some studies. But as an artist or in any subject, just doing studies will not make you improve, you gotta learn on the job and get better as you are doing work.
Honestly, I really love your lineart. It almost feels a shame to add colour to it, the colour usually ends up hiding all that gorgeous texture work. At the same time, I can see the need for it—the sheer amount of texture almost feels overwhelming, and the colour helps organise it so it's a bit easier to read.

Still, a shame for having to hide those textures.

You have a beautiful art style. It's very clean, which I adore. It's also very solid on the foundations—your line work is fantastic, it's dynamic and shows incredible control of your lines. It reminds me a lot of how and why artists keep slamming the importance of the basics—solid basics make for incredible art, flimsy basics can make the most incredible art fall flat at best.
 
Commission for Viva01's Red Riot



Not really a super intense critique, just something that kinda sticks out is that the characters don't quite fit the background properly? It kinda feels like that old school cartoon effect where they'd paint the background and then animate the characters separately, and you could tell what parts of the background were interactable because they looked the same.

Basically, it's just a difference in textural quality. The background has a fairly realistic, sorta flatter(?) texturing as opposed to the characters, who are basically just flat colours, and that makes them feel kinda out of place. The characters definitely pop out, which is something you want in an illustration, but it feels a bit like they're floating and you added the backgrounds in post-production. The overall effect is a bit jarring.

Might also be because of the lighting? All the light on Orochimaru's coming from the Rasengan, but the light from the trees isn't being shown on him? Or if it is, then it's too slight.
 

This is an older piece so I def get the points you have raised. Lots of lighting issues and too much texture, so it gets too busy. The peak elf performance one is my newest one. And the next ones I post will be older than that so those issues may be visible as well, def learning on finding that equilibrium for future pieces!
 
This is an older piece so I def get the points you have raised. Lots of lighting issues and too much texture, so it gets too busy. The peak elf performance one is my newest one. And the next ones I post will be older than that so those issues may be visible as well, def learning on finding that equilibrium for future pieces!
Peak elf performance is definitely peak, can confirm.
 

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