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:iconcandy-ice:
OH GOOD GOD HE'S COMING AFTER ME :ohnoes:

All joking aside, though, this piece is wonderfully terrifying. Like even as I write this critique, the fact that he's right there about to hit me in the face with a sword and everything really shows how well that charging look works. Motion lines usually ruin a picture unless used correctly, but good god, you used it correctly for sure because he looks like he's about to kill the viewer :iconidislikeitplz:

This piece is absolutely awesome! I agree with what you said about Darknuts; they're certainly great foes but in TP they were my favorite enemies by far because of how challenging they could be (even when you got the hang of it! And don't even get me started on the final level of the Cave of Ordeals...) I think you really captured their agility and such in this pose--he looks ready to fight, and not just cause he's charging you, but because he's doing it in such a way that he looks like he knows what he's doing. I love the spread of the blue jewels below him and all the little details of his armor is very well done! I also love the background and it's lineless look in comparison to the lined Darknut.

There are a few things I think could be improved in some places, but nothing absolutely TERRIBLE--this is a really great, strong piece. If anything this is just me nitpicking, but the texture on his green clothing throws off the illusion of his 3D figure--it's not really bending with his limbs, and if it is, the dark shading makes it a little hard to tell :ohnoes: His left forearm, closest to the viewer, also seems a bit detached from the upper arm, especially since it goes over father than the upper arm. His helmet doesn't really look symmetrical as the right side of it curves a little too far inward, and if that was to show a tilt of his head, the rest of his helmet doesn't really support that. I also think this piece would benefit from using more color in the metal and maybe even the shading in general--your values are great, and I love how you paid attention to using the back lighting that the window provides, but the values are all just the same color only darker, if you get what I'm saying :ohnoes: Armor and metal in general often looks better when it has a little color to it, like some blues and purples, even just a tint. Considering how shiny this metal seems, it should show a bit of color reflection from the rest of the Darknut, like the blue jewels and the red clothing atop his shoulders, for example. I also think, while the entirety of his upper body shows movement, his legs seem a bit off to me--when a Darknut comes at you in the game, he sort of leaps toward you. I personally think his pose might look better in this piece if you have one of his legs extended and one folded, as though he did just take a leap at you. And if he's running, he seems more like he's striding since most of his body is facing to the right, which I don't believe really has the same effect as an all-out leap, though I'm not entirely sure :ohnoes: Finally, the bones of his fingers seem to extend way too far down his hand, in my own opinion; that little detail is a GREAT thing to add, but right now it seems almost as it if goes all the way down to the wrist :ohnoes:

All in all though this is one hell of a great piece. There's really no blarring mistakes and it's easy to see you put some time into this, though I recommend you add a bit more color to the shading, if you could. You certainly do have a solid entry here though :D Good luck!
The Artist thought this was FAIR
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Comments


:iconcandy-ice:
Candy-Ice Featured By Owner Jul 12, 2012
Aww, sure :aww: I'm always more than happy to help a fellow artist improve.

Textures are great to use and filters can be a great way to use them, but they can only take you so far since they basically apply to a 2D plane. I might actually recommend perhaps using brushes, though I haven't painted chainmail before so I'm not really sure how well that would work :ohnoes: Also, you certainly get bonus points for using references. It goes without saying that learning how to work from references is a great tool and skill to have for basically anything that you draw.

To be honest, the pose really looks great! I especially love the view on the shoulders and how it curves around like that. There's just those little things I mentioned that can be improved on. Did you use a photo reference for that, by any chance? If you made that without one then that is PRETTY DAMN impressive, but using a reference is always good to insure accuracy, if you get what I'm saying.

And I'm very glad you decided to go along with using the lineless background! When you make a lined drawing, it's always better to make any of the lesser important things like the background not take away attention from the main focus of the piece, which is why in cartoons you'll often see the backgrounds painted in, while the characters have lines or are shaded differently. Just a little more insight, I guess :meow:

And certainly! I'm very glad you took it fairly :D If I see anything that catches my eye from you again next time I search up Zelda artwork I'll be sure to drop by :meow:
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:iconmystic-forces:
Mystic-Forces Featured By Owner Jul 12, 2012
Thank very much for your well-thoughtout critique! I'll be honest with you on some of your nitpicks.

I think what might not have given off the illusion of 3D for the bending limbs was probably because of how I applied the chainmail. I found a tutorial where it uses "Stained Glass" filters to create that texture; however when I applied that to my figure, I didn't consider on "Wrapping" that texture around the limbs.

And you bring up an interesting point regularing with coloring metal: on how it reflects more colors and shapes compared to a non-metal object. I was too concentrated on the game's references; therefore I didn't bother to experiment it with that.

As for the dashing pose, that was truly difficult for me especially when I try to figure out on how to draw the legs, especially towards the lower legs & feet. What I did was sketched the best pose I could come up with, scanned & enlarged it, used a lightbox to re-trace the enlarged pose, and began working on the finished penciled drawing.

Lastly, (this one doesn't have anything to do with the nitpicks) I really admired on how you have commented on the contrast between the lineless background & and the lined Darknut. I actually had second thoughts about penciling in a background, but I thought it would waste more time, so I decided to create simples shapes using Photoshop as well as using the "Wrap" feature. You comment on that makes me glad I made that decision.

Anyway, I just want to say once more that I truly appreciate your insightful critique! It felt like I've learned a lot from your honest responses and I'll try to be mindful about them in the future.
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:iconcandy-ice:
Candy-Ice Featured By Owner Jul 12, 2012
Oh whoops, looks like I accidentally commented on the critique instead of replying correctly XD;; Allow me to do a quick copy paste then:

Aww, sure :aww: I'm always more than happy to help a fellow artist improve.

Textures are great to use and filters can be a great way to use them, but they can only take you so far since they basically apply to a 2D plane. I might actually recommend perhaps using brushes, though I haven't painted chainmail before so I'm not really sure how well that would work :ohnoes: Also, you certainly get bonus points for using references. It goes without saying that learning how to work from references is a great tool and skill to have for basically anything that you draw.

To be honest, the pose really looks great! I especially love the view on the shoulders and how it curves around like that. There's just those little things I mentioned that can be improved on. Did you use a photo reference for that, by any chance? If you made that without one then that is PRETTY DAMN impressive, but using a reference is always good to insure accuracy, if you get what I'm saying.

And I'm very glad you decided to go along with using the lineless background! When you make a lined drawing, it's always better to make any of the lesser important things like the background not take away attention from the main focus of the piece, which is why in cartoons you'll often see the backgrounds painted in, while the characters have lines or are shaded differently. Just a little more insight, I guess :meow:

And certainly! I'm very glad you took it fairly :D If I see anything that catches my eye from you again next time I search up Zelda artwork I'll be sure to drop by :meow:
Reply
:iconmystic-forces:
Mystic-Forces Featured By Owner Jul 12, 2012
Well thanks again for your kind words!

Yes, references can be handy, but they can be a limited resource depending on the right job of course. For this Darknut, I tried to look up for the armorless version of the Darknut, but there are so few compared to the Armored version. I was fortunate enough to find a decent size for the Armorless Darknut, but that's about it. I also looked at Youtube videos to study the dashing poses of the Darknut, but every video I paused didn't mirrored with the one I drew, so I had to study it from a different angle and do various sketches.

Also, when it comes to sketching characters that are in action, I do my best to keep the figure dynamic. I usually start with curved lines in my stick figures that act as the arms, legs, & back. Then I flesh it out as it follows along those curved lines. But anyway, the important thing for me to keep in mind is to make the character(s) dynamic.

Once again, thank you for the critique, and I will be sure to let you know I've done another Zelda artwork (just don't expect it anytime soon 'cause I've got nothing no me right now).
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