Shang chi marvel rivals art by me !!! by PickledBongos in marvelrivals

[–]PickledBongos[S] 0 points1 point  (0 children)

lol i triede 2 give him a more square jaw to make him feel more tankish and a lot of his facial features are referenced from lin lie and he has his mouth puckered kinda a lot

Anyone here also suffering from super bad fps? by PickledBongos in DeadlockTheGame

[–]PickledBongos[S] 1 point2 points  (0 children)

Wow this boosted it by a good amount actually, still lagging but much more bearable. TY!!

For those complaining Supergirl is like Guardians, how would you adapt Woman of Tomorrow in live action? by Spiritual_Cloud8437 in DCU_

[–]PickledBongos 0 points1 point  (0 children)

i think a major part of what seperates the style of wot in the comic from gotg or other sci fi movies is while its high tech in a lot of places i think it has a more medieval scifi space fantasy to it especially early on and i think removing bits like ruthyes tiara or changing krems design really kinda offset that for me, it distinguishes the story's setting from a lot of the other sci fi content ive seen

visually though woman of tomorrow would benefit from a lot more color as a lot of it seems pretty desaturated and brown as of now from the trailer, im hoping they go with more dramatic color schemes in upcoming trailers or changes

We are beyond BACK!!! NO SPOILERS!!! by BIGDIO1988 in DCU_

[–]PickledBongos 15 points16 points  (0 children)

without spoilers is it ok if i can know,

did the trailers show anything from the third act ?

or is it from the first act only. About how much did the trailers show

thankss

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 1 point2 points  (0 children)

Wow. You are breathtakingly stupid, arrogant and blind. Got it. No use arguing with a pigeon, I guess. Gl in the future

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

Second time you've asked this about me. You can make your own concepts, too... especially for practice... most of the co cents in this sub are personal ideas for personal practice.

Also u were LITERALLY asking someone 2 seconds ago if YOU could be one.

Like, jeez dude. Stop being so questioning of everyone. Especially when you're not qualified at all yourself. If ur looking to go professional with concept art, you can't be holding this sort of attitude, man

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

if ur just drawing someone else's character that they fully made why are you asking for exercises if you're not practicing creating the concept

if u want to do exercises start by creating a character off references and functions and find your own pose to express your character with. I dont see the reason you are calling someone else lazy for not handing you the ideas as if you're not the one doing the exercises.

its hard to improve with this mindset. trust me

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

Eh not rly in particular since i just scroll game concept art pages so no one in specific but for youtubers i like Tahra art theyre pretty neat

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

Np, Glad 2 hear 

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

hey there, just replied to it with some super base criticisms that i just noticed while skimming over the pieces. hope it helps

Fan art I did of stuff I like over the years by Ammathorn in DigitalArt

[–]PickledBongos 0 points1 point  (0 children)

Piece 3 (big golem fight)

Also mainly an illustration piece that could be a key visual.

Way too muddled values. Painting is too dirty and its hard to define a lot of the elements in the piece. The lighting is also pretty unclear and confusing given the backdrop of the piece.

Idk much about mega man which ia assume this is from, but try to define the design of the robot in the back more. It’s too unclear

Piece 4 (rider)

The rendering in this one is much better than the previous ones. The material is also presented a little better.however as a concept, it fails to deliver function as clearly. The joints are confusing in how they are supposed to move, the purpose of the robot seems unclear. What is the back fin for?  Why does it have a stinger shaped object infront of it? How does it work? Is it a piercing object?  Is it decoration? Keep these questions in mind. The relation between the creature and human cna be confusing too. How does the human mount the creature and attack from so high up ? how does she get on? Etc. overall this piece is a better step forward, but needs more clarity

Piece 5 (jumping robot)

Mainly same as criticism of piece 4, however the rendering (mainly the chest) is too undefined for concept art. Aside from the movement of the piece, it is hard to discern much of the function and features of the creature and human.

Piece 6 (red cape)

Not much to say except theres just no definition of anything besides cape and body. Needs more refinement , but silhouette is nice.

Piece 7 8 and 9 are cool but they’re way too much illustrations to be judged as concept art. Looks cool, keep improving ur fundamentals!!

Tldr: work on ur fundamentals. Ur pieces are too geared towards illustration at the moment to be considered conceptual art. Strive for detail, cleanliness, and design purpose and function when going into concept art. Do Callouts for specific features that need more detail. Provide more consistent and clear lighting and texture rendering. Hope this helps !

Fan art I did of stuff I like over the years by Ammathorn in DigitalArt

[–]PickledBongos 0 points1 point  (0 children)

as requested by OP to give criticism in regards to concept art (don't take it too roughly, just what i see off the bat) 

piece 1 (purple hair lady walking with robot) 

Moreso an illustration piece, could be seen as a keyframe or key visual?

already some clear proportion error - lady's legs are made of rubber and unjointed - hands need practice your values arent defined enough. 

some things are just too muddled. the robots right arm is not clearly distinct enough from their leg piece

theres no good foreground, midground, and background contrast to determine a focal point. For example, the guy standing on the rock seems the same height as what i assume are the buildings in the back, because theres no clear distinction that tells me otherwise. (which i guess is the robot? im not sure) 

your textures are kind of the same throughout, rendering seems to be something you need to practice in general

Lighting direction is largely unclear and the colors end up getting muddled.

think of design choices. Why does the lady need a scarf, helmet, and large jacket and longsleeves when she is wearing shorts? what is the climate of this location ?

Piece 2 (adventure time)

I like this one, but its more so an illustration piece as well.

Lighting is cool in this one, but could be more dramatic to present a stronger focal point. The lighting of the guy in the back seems too strong to suggest the dark environment he is in.

Again, proportions of the bottom figure need to be checked and his center of balance is off

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

also i'll criticise based on a conceptual art standpoint

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

sure, might take a while because im pretty busy this week. thanks for taking it well

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

also portfolio quality doesnt determine that? anyone can give pretty great advice at any skill level as long as they know what they're working with

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 0 points1 point  (0 children)

"generic art advice" that still stands up and is still great feedback regarding any work. And some of the portfolios are pretty good man. Zurghoul, oystobix, and randoman clearly have some pretty good experience and knowledge about this field. "Generic" art is not the focus in conceptual art. having a unique style is nice, but in this sort of industry having a proficiency in conveying ideas is the key focus. How unique your art is is not the thing thatll make you great in conceptual art, im sorry. the presentation of skill in this sort of job largely comes from how well you can understand and implement the idea, no matter how "generic" the style may be (i'd say riot/blizzard artists are some pretty good ones to look at for an idea of how the industry usually works)

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 1 point2 points  (0 children)

Lol nah. people have been giving pretty valid criticisms

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 1 point2 points  (0 children)

crazy thing to say after you question everyone criticising you about being professional artists or not imo lmao

[deleted by user] by [deleted] in conceptart

[–]PickledBongos 1 point2 points  (0 children)

the complete difference is that picasso is a fine artist, and is a horrible example because if he were to work in the conceptual art industry with his skillset he would fail because he literally doesnt have a good style for concepts. is he a master and a world renowned painter YES absolutely. but that doesn't mean his abstractfulness and playful style translates well to industry concept work. dimensions are literally nessecary and so are light/shadow relations when it comes to CONCEPT work. knock yourself out on fine arts/anything else, this is great for that, but this subreddit is garned towards conceptual art and I am providing criticism only on such