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You should use a reference for the hair to get more detail, and the face looks off, you should fix the anatomy on that and the shoulders. The tattoo looks like a photoshop brush and not inked and ingrained on to her skin. Trying changing the layer settings or paint it from scratch using a reference. For me personally I like to sketch to make sure the anatomy is feasible before painting, I would suggest working on getting a good sketch before painting as it really is the foundation of a good piece. I also find it easier to sketch by hand then on the computer. The cyborg arm is looking good and I would suggest working the blue reflective light on to her after you fix the anatomy. The color of the hair also needs to represent the lighting more find a ginger girl and add a blue tint filter in photoshop to use as a reference.
Last edited by Badgers; March 20th, 2013 at 04:08 PM.
That forearm! Where's it coming out of? I know she's a cyborg, but that's still pretty creepy.
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This would definitely have benefited from a more thorough sketch. Her left shoulder is way outta whack. Her shoulder is waaay too low. Honestly you shouldn't have spent so much time rendering before you had a good foundation to build on. As always, reference goes a long way. As badgers stated, the tattoos look a bit too clean compared to the rest of the piece. There are parts of her back that are looking quite alright, but then her boob comes in and flattens everything again. Fucking boobs man.
Y'know, the more I look at it, the less sense the anatomy makes. Sketches brother.
the reference:
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Ah, I see the confusion.
Because the armor piece is sitting on top of the arm in a way that sets it above the shoulder, it looks like the cyborg's arm is weird. The crest of the armor piece isn't the shoulder. Maybe you paint the cyborgs shoulder in a way that makes it look like some sort of plate face jutting out towards the viewer.
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