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While the feel & all the elements were now nice, the whole setup ofc was horribly butchered as it came unplanned & without prior idea together. So I did some serious construction work with a lot of fancy and colorful lines and looked at a lot of elements in great detail.
[10/20]
One saying I learned from programming: "Keep it simple, stupid"
Exactly the way to go, skeletons are best in a dungeon and those are matched perfectly with skeletons - time to act on it with some lazy changes. But curtains as drapery and the window sill as stairs worked. [09/20]
...so I hadn't planned on a background as it was just meant initially as a character concept. But I threw something together to feel it out. The problems became quite visible after this half hour sketch, which took away focus and a felt way too open... horrible... [08/20]
The final bit on the character actually was a lighting pass. A lot of it tends to get softer with detailling, so I brought back some depth and hardness. Here I could have considered my conceptart goal done ... but I just loved it way too much and thought context is needed [07/20]
As all elements came together, I added another full detail pass. The shadow got done, minor details also changed, like the layering of the armor at the shoulder/coif and I fixed up the anatomy of the lower leg. All is just way tighter at this point.
[06/20]
Once the POIs were fully done I went down to the legs and finished them. I had a lot of fun with the ring, many of you jumped on it and thought it was Wolnir's which was good fun in the preview. Fooled you :D
But there also is a face on the grieve, did you see that?
[05/20]
In this step i focused exclusively on the roundshield.
I tightened up the shapes, added a lot of lighting to it & worked on making it look old, worn, but still looking like a piece of high value. the ornamented rim is shinier than the hard body which will take the blows
[04/20]
From here I kept working on the POIs. Adding subsequently more layers of detail to already established parts and working my way down to the less important bits.
An interesting change is the crossguard of the sword, which became a disk shape to work niver with all shapes. [3/20]
Once the design was solidified, I started on adding more detailled designs :)
I was focusing on making key points of the character interesting and I also tightened up the pose a bit as the sketch was really lose and free. [2/20]
This is a long story on how 238 080 pixels found a nice spot to sit in.
I started with a very quickly sketched design. while not detailled, I knew exactly what I wanted to create. In this stage all would be easy to throw without remorse, if necessary. [1/20]