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Vylis Commander by AdamRoush Vylis Commander :iconadamroush:AdamRoush 14 0 FANG OF NULZANN by AlMaNeGrA FANG OF NULZANN :iconalmanegra:AlMaNeGrA 255 6 Metamorphosis 4/4 (commission) by ThemeFinland Metamorphosis 4/4 (commission) :iconthemefinland:ThemeFinland 72 13 Metamorphosis part 2/4 (commission) by ThemeFinland Metamorphosis part 2/4 (commission) :iconthemefinland:ThemeFinland 35 2 Untitled by VVnan Untitled :iconvvnan:VVnan 1,501 76 The Reaper by Niking The Reaper :iconniking:Niking 428 21 Ravage by Kityria Ravage :iconkityria:Kityria 33 7 Escort mission (commission) by ThemeFinland Escort mission (commission) :iconthemefinland:ThemeFinland 95 16 Emrakul imprisoned in the Moon Fanart by Gallardose Emrakul imprisoned in the Moon Fanart :icongallardose:Gallardose 62 11 Kozilek the Butcher Fanart by Gallardose Kozilek the Butcher Fanart :icongallardose:Gallardose 67 10 Ulamog the Titan, Fanart by Gallardose Ulamog the Titan, Fanart :icongallardose:Gallardose 46 6 What You Really Are by MutantParasiteX What You Really Are :iconmutantparasitex:MutantParasiteX 117 26 Alien Covenant Fanart by Alejandro-Mirabal Alien Covenant Fanart :iconalejandro-mirabal:Alejandro-Mirabal 651 67 Land Dragon by NOEYEBROW Land Dragon :iconnoeyebrow:NOEYEBROW 168 6 002 job hunting gossip by sigeel 002 job hunting gossip :iconsigeel:sigeel 297 81 defeat the undefeatable by hikaruga defeat the undefeatable :iconhikaruga:hikaruga 286 36


I really like the patterning and depth on this one. The scene is fairly balanced and the depth of field is spot on. The false musculatu...

by zilvart

I'm actually going to break from the other reviews and say that the creature itself is mostly well-designed. I disagree with the notion...

I know this is pretty old, so a critique now probably doesn't reflect your current skills. But perhaps you might find it useful anyway....



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I really like the patterning and depth on this one. The scene is fairly balanced and the depth of field is spot on. The false musculature on the creature's body helps create a sense of realism and robustness amongst the surreal atmosphere. And of course, the creature's pose makes the piece work well by complimenting the dynamic background and foreground components. The foggy breath, then, brings everything to life - though only a hapless observer would think that that is merely fog!

However, the foreground lighting leaves something to be desired. Mostly the ceiling light closest to the viewpoint and some odd reflections on the body:

The rough ceiling lighting works just fine in the background because it's not distracting or overwhelming back there. However, the clear 'beams,' which you pretty much never see on indoor lighting unless as an artistic effect, are somewhat detracting where they overlap the creature's left shoulder ( on the viewer's right ). The foreground glare is something I'd expect the creature to ominously pass through if we were watching a movie, but it doesn't work as well in a static image.

There also appears to be some sort of sharp line at the end of the creature's left shoulder tentacle ( on the viewer's right ). I can't seem to figure out whether it's lighting or rain or what. It doesn't appear to follow the shadow/body marking contour shown on the creature's midsection just below that area, but the parallelism makes it somewhat more noticeable. The light scribble just above that spot doesn't help to hide it either.

Lastly, although the other light spots on the creature's body are similarly roughly lit, the spot on the creature's left hip ( on the viewer's right ) quickly becomes a focal point due to its extreme brightness and strange shading. This is a problem because otherwise the creature appears to be smooth, punctuated by deep ribbing, and then stretched or compressed along the axes where the creature has extended its body. However, the deep rifts on the left hip give the impression that the creature is bending over at that location even though the body curve is much more gradual. Succinctly put, it takes away from the illusion of continuity. I believe the lines themselves are well-positioned (rotation + bend = large diagonal & small horizontal stretching) but it's just too delineated relative to other such reflections, especially given its central position on the image. Additionally, one of the dark vertical coloration bands in this area appears to split in two on top of a dark stretch line, then one of the two vertical branches terminates on the nexus of multiple dark stretch lines. One could call that an "injury" or something, but because of the strong lighting nearby it ends up looking unintentional. All of that said, while I'm not usually a fan of roughly-drawn bright spots, it works well on the rest of the body by adding detailed context to the creature's visage.

One more thing - I really like the work you did on the glass shards and broken window. It draws your eyes around the image, you think, what is that? Then you realize it's glass - well drawn glass at that - it's one of my favorite parts of this scene. It seems like you took time to set the reflections on the edges of the glass, which I really enjoyed seeing once my focus moved away from the creature.

All in all, this is one of the best images I've had the pleasure of viewing lately, it seems like my inbox has a lot of great work these past few days. Thanks for taking the time make and share it with us.
I'm actually going to break from the other reviews and say that the creature itself is mostly well-designed. I disagree with the notion that a fictional creature should explicitly draw from real-life examples, and think they should instead look as though they could reasonably exist in the environment where depicted. In that respect, the design is a winner: given the lack of visible cover other than the fog, highly offensive yet crystalline armor is probably the best you could ask for. The high mobility conferred by the sleek body figure is another huge plus.

I will agree it's difficult to tell the size of the creature, but the size of the creature's eyes would be necessary as they are for such a foggy environment. The grass on the right provides a size reference, but then those tree-like objects in the background add confusion. They're probably mushrooms or stalagmites, but without any at least semi-clearly visible (closer to the foreground) it's hard to achieve that conclusion at a glance. Just a couple clear ones on the lower left where that patch of fog is would make all the difference, even if they were merely poking out of the fog bank.

Where the illustration falls very short in my opinion is the way the fog obscures the rear of the creature. Whereas the lines are clear and well-positioned near the front of the creature, they seem lazy and almost random in the rear. Fog doesn't obscure things that way at all - lines become less distinct, but not so haphazardly distorted. The light and dark lines dont seem to follow any pattern, much like the strange shapes. And finally, the pile of crystal above its rear legs (or whatever that is) doesn't seem to serve any purpose at all, even though it clearly isn't a growth or some sort of injury. This all despite the forward section of the creature clearly being well-suited for its environment and in good health. The rear section of the creature is so different in style that it almost becomes a different animal altogether, further exacerbated by the clear line in the middle where the scales appear to go missing, which makes me think this is why people keep pointing out anatomy issues that (in my opinion) aren't really there.

I have a few suggestions for this area: Avoid adding "stuff" for no reason - try to keep to the theme and overall structure/continuity when adding variation to a design. Try keeping the quality to a certian gradient as you taper off toward the backdrop, if you're aiming for that sort of effect. If there's obscurations which affect this taper, then ensure the level of obscuration coincides with the loss of quality. However, avoid losses in quality which affect the focal points, such as stark color contrasts, such as the shadows on the rear leg and crystal pile, and jenga-esque lines such as those on the topside of the tail and crystal pile. The latter is not just a matter of clarity; it distracts because creatures tend to have some uniformity to their features, but even so, injuries generally only cause one or two clear deviations. Many misalignments in a row is highly unusual and eye-catching due to its uniqueness, which distracts in the same way the pile of random crystals does. An odd configuration doesn't have to be a detractor however, and can be used to draw attention to a specific feature, such as the dewlap of the anole lizard or tail feathers of the peacock.

Lastly, I want to point out that I really like the illusive effect created by the shadows (I assume that's what that is on the creature, foreground, middle left). I've seen it many times in real environments, but its not often someone can or does reproduce it in an illustration. That little touch gives the whole image a much more lively feel despite the foggy and otherwise dull environment.


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OpalescentMajesty Featured By Owner Sep 20, 2016
Thank you for the watch :)
Mollish Featured By Owner Sep 10, 2016  Hobbyist General Artist
Thanks so much for the watch! :D
Sekares-Arisawa Featured By Owner Jun 24, 2016  Hobbyist Digital Artist
thank you for your watch ;w;
Mekronid Featured By Owner Jun 24, 2016
Woo hoo! xD
Sekares-Arisawa Featured By Owner Jun 24, 2016  Hobbyist Digital Artist
Clambiluna Featured By Owner Jan 30, 2016  Hobbyist Digital Artist
Thankz for the watch m8 <3
Ryzakier Featured By Owner Oct 9, 2015  Student Digital Artist
Thank you very much for the watch, it's much appreciated :D
Mekronid Featured By Owner Oct 14, 2015
Of course! Keep up the awesome!
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