Playing with colour in relation to light. I'm not particularly fond of this after I realized that I was paying too much attention to where my core shadows where, my full light blocks and my rim lighting rather than having a strong underlying understanding of the planes to support it, with a strong underlying anatomy to support that. The quick construction you see there was more of an afterthought when I realized I was essentially working backwards; rendering first and leaving construction till later.
Yes, I did this after watching Avatar again (for research purposes I swear) and yes, I could think of nothing but blue people. Initially I did this to try and figure out how the light's sun would actually react on such a blue surface, but I got so carried away with the blue in the picture that it ended up being monochromatic. At best the rim lighting is mixed with a little bit of green just to try and slightly bias towards sun yellow/gold/red, but if I went any further than that, it felt out of place. I think to have solved that I should have put in the atmosphere first and determined the colour of the whole scene before trying to figure out how the skin tones would react to it.
So, short lesson learned from this painting: Be more conscious of my work pipeline.
Construct the anatomy first,
work out the planes second,
determine scene lighting,
determine object colours (assuming composition isn't an issue)
try to figure out the clusterfudge that lighting is.
Oh James Gurney, don't fail me now.
I want to reconstruct the anatomy again, but after seeing
Allison Theus' Deviantart library of creature designs, I don't feel like bothering.
Thus ends studies on the 24th of June.
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