45 submissions
Ok I changed the eye and the beak, the feathers are provisionally.
I have a small problem... as you can see in the first WIP (http://www.furaffinity.net/view/18104868/ ) this profile should be a three quarter profile, but now it doesn't look like a three quarter profile, does someone know why???
I searched in the internet, played some Metroid and realised Chozo are never presented with pupils, so I removed them.
Critique is appreciated, I would love to hear your thoughts.
I have a small problem... as you can see in the first WIP (http://www.furaffinity.net/view/18104868/ ) this profile should be a three quarter profile, but now it doesn't look like a three quarter profile, does someone know why???
I searched in the internet, played some Metroid and realised Chozo are never presented with pupils, so I removed them.
Critique is appreciated, I would love to hear your thoughts.
Category Artwork (Digital) / Fanart
Species Avian (Other)
Size 1280 x 1280px
File Size 824.6 kB
Listed in Folders
Possibly good idea, but needs experimenting!
Three quarter profile I think is difficult to do with such long snouts, it keeps tricking you into rather ending up drawing from the side. If you don't want to do it from the side, rather use some larger angle so you get definite key features to align you. This creature is especially problematic since there are no protruding features (such as ears) to guide you. I don't know about your method, but for a start I usually sketch up the entire skull including key points which are behind to ensure that I set it up correctly.
Another thing which should help when designing a new creature is sketching up key views, side, front, top, in a descriptive geometry system (you may see these on my various wyvern refsheets, this one is a particularly good example especially showing a head's design). This can help greatly in establishing a solid three dimensional idea on how the creature should look like. You don't necessarily have to release such (I do a lot of sketching too), but if you like a creature design, it can help you in setting him up later properly for images you want to actually release (one example is this dragon ending up in this setting).
For anatomy the yellow feature on the snout seems odd, I guess you know about the related bird anatomy, but it might need some observation to get something more plausible (a creature isn't only the exterior, and here that applies: a bird beak's look and how it "attaches" to the head relates strongly with skull anatomy: the beak needs to withstand great stresses as the creature uses it). Here you might need to consider a bit how the skull looks alike around that yellow part, how the skin attaches.
What you do with it depends. I am usually more interested in design, realizing plausible things than actually painting visually impressive stuff, so these reflect this perspective.
Just thoughts. Hope no problem.
Three quarter profile I think is difficult to do with such long snouts, it keeps tricking you into rather ending up drawing from the side. If you don't want to do it from the side, rather use some larger angle so you get definite key features to align you. This creature is especially problematic since there are no protruding features (such as ears) to guide you. I don't know about your method, but for a start I usually sketch up the entire skull including key points which are behind to ensure that I set it up correctly.
Another thing which should help when designing a new creature is sketching up key views, side, front, top, in a descriptive geometry system (you may see these on my various wyvern refsheets, this one is a particularly good example especially showing a head's design). This can help greatly in establishing a solid three dimensional idea on how the creature should look like. You don't necessarily have to release such (I do a lot of sketching too), but if you like a creature design, it can help you in setting him up later properly for images you want to actually release (one example is this dragon ending up in this setting).
For anatomy the yellow feature on the snout seems odd, I guess you know about the related bird anatomy, but it might need some observation to get something more plausible (a creature isn't only the exterior, and here that applies: a bird beak's look and how it "attaches" to the head relates strongly with skull anatomy: the beak needs to withstand great stresses as the creature uses it). Here you might need to consider a bit how the skull looks alike around that yellow part, how the skin attaches.
What you do with it depends. I am usually more interested in design, realizing plausible things than actually painting visually impressive stuff, so these reflect this perspective.
Just thoughts. Hope no problem.
FA+

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