View Full Version : PS Workers of the future - aug28
steak-tron
July 25th, 2004, 10:53 PM
here is some attempts with PS painting. I'm fairly new with color and backgrounds are a bit foreign to me so please brutally critique these as much as you can.
[lemme know if this stuff goes somewhere else too.]
I'm working on scenes of future workers in hostile environments, so allot of old faces and dirty tech.
don't hold back :btu:
http://img78.photobucket.com/albums/v359/kempbot/july_G4.jpg
http://img78.photobucket.com/albums/v359/kempbot/worker.jpg
http://img78.photobucket.com/albums/v359/kempbot/bothead.jpg
Dan Milligan
July 26th, 2004, 12:24 AM
Steak,
this is so funny. i started doodling tonight and ended up doing one of my robot repair guys. Then I see these! love the first one BTW. I like your's more. you son of a ....
Peace
dan
eljay
July 26th, 2004, 12:33 AM
I just love the first two,though the color job is real rough I still like it alot. I would give ya some some coloring pointers, but I dont realy know any :googley:
Akiman
July 26th, 2004, 01:02 AM
Ok i'll try to be brutal :alien3:
İmage 1: it needs more lightning.You see there is a light on guys helmet :P
keyboard is not reflecting it good enogh its like plastic,if it is no prob :) but still body dont have shadows which light coused it and i dont see any little area light drawbacks shadows.Iron pipe dont reflect anything either.I like all other stuff character,camera and stuff like that.Good work!
Image 2:i think that white spot light in the background must prevent some of guy's robotic stuff by blackened it.maybe some glow could be useful for the pic.I like your character but it needs a litle more work maybe?
Image 3:i think this female's skin like plastic if i correct i can hardly see that.i like your characters face but i dont like the body its not tall neither small...hmm...i dont know.
You've guts man,Keep up the great work!
young paddy1
August 4th, 2004, 01:07 PM
I know you're in here steak I can feel it, love the first two but they need a bit more contrast IMO, the third is as crazy as a sack of badgers, but I love the colouring. my 1.15 pence.
ElvisMcVegas
August 4th, 2004, 05:19 PM
These are great but look un-finished. Maybe do some more touch up and theyll look 10 time better
se7en_
August 4th, 2004, 05:24 PM
haha dan your too humble. Great concepts but they could use tightening up. Then they could look at least 11x better : )
steak-tron
August 28th, 2004, 12:59 PM
Dan: as mentioned you are too humble. Thanks for the encouragement but I'll have to take those comments and redirect them as tho they were coming from me about your repair guys (yours being better that is)
eljay: thanks man, i don't know any either - resulting in the roughness
akiman: thank you for the critiques. Those pointers are helpful, i'll use the advice to make new pics better, as of now i think i should let these dead horses rot.
paddyone: thanks man, I'm making these on a mac so when i tested on PC they came out black. With that lame excuse aside i'll emphasize contrast.
phlem: thanks. they are unfinished and while i touched em' a little more i think i'll try not to repeat my mistakes on future works. I feel like you have to have an exit strategy before you start the paint and having done these i can better make one for new uns'.
se7en: he is. thanks man.
here is the last one, I'm more pleased with it than the rest and there is one that I'm too embarrassed to post. Please crit this new one up tho.
http://www.kempart.com/Artwork%20popups/Chamber.jpg
http://www.kempart.com/Artwork%20popups/m2.jpg
http://www.kempart.com/Artwork%20popups/m3.jpg
Aerythes
August 28th, 2004, 01:41 PM
You have superb drawing skills. For the coloring, I think more contrast is needed. Also, you don't seem to give the lights enough brightness, especially in the first pic of your last post. (I know those lights aren't bright lights, but I still think they are too dim in the pic.) Another thing that can be improved upon is the rendering of different materials. They look roughly the same. Playing with varying degrees of specularity and glossiness can help there.