Steve Reaume
Windsor, Canada
Graphic designer, illustrator, character designer
Activity Feed
Steve Reaume
•
2yr
added comment inWhat AI Developers Want Artists to Know about AI
If this was discussed in the video already, my apologies for it going over my head, but I'd like to hear details about whether there are people working to propose laws to regulate these technologies ethically, and if they are, whether they are working with these developer groups to be well informed. I heard the word Utopia too many times for my liking, and that way of thinking without a solid legal structure is very worrying.
Steve Reaume
•
3yr
@Josh Sunga @Dominik Zeillinger @Sydnie Corey Thanks again for all your advice. I finally got to revisit this guy and here's where I'm at. I focused on improving the hero shot without needing to scrap the whole thing, but I took to heart the notes on experimenting with proportions for the character design itself.
Josh, I wanted to take your great design ideas and make them my own without copying them. As I looked over your paint-over, I noticed all the little improvements you made (horn shape design, the back arm silhouette etc.) and it was important to me that I didn't just copy what you did. I'm hoping I achieved that. Regardless, you've shown me many ways I can improve on my work and I'm grateful for it.
If there are any glaring problems with this one, I'd love to hate to hear about them. Otherwise, I'm ready to move on to the next.
Thanks again,
Steve
Dreux Eaton
•
3yr
Asked for help
I would like to get feedback for my Loomis head practice. I would like to know if it is too flat.
Hey @Steve Reaume! Cool concept! I did a paintover to go over the aforementioned perspective issue. Lowering the horizon line and adjusting the foot to make it feel flat on the ground was the easiest solution. Of course, you can pick all sorts of camera angles but you just have to make everything consistent once you choose.
I also lightened the background a little just to silhouette the figure while still trying to keep the dark mood.
One note I forgot to write in the paintover was about harmonizing the colors. I added more red to the fur and also the crystals. You might notice the green gets a little warmer and yellowish. I feel like it adds a nice contrast as well to the setting.
Anyway, nice work and thanks for sharing!
Dominik Zeillinger
•
3yr
Hi @Steve Reaume
I like the idea and the green glowing of the crystal. The foreshortening works for me. On the other side your picture is very hard to read for me. I turned it into greyscale and pushed the contrast (see the attched picture). As you can see, the charcter is really hard to recognize. Maybe try a lighter background?
Sydnie Corey
•
3yr
Hi! This design is giving me serious Trollhunters vibes, if you're familiar with the series at all. Love the concept. As far as the drawings go, my understanding is that Minotaurs tend to be strong but not stocky. He feels a bit dwarf-like in his proportions, where his bottom half can't withstand the weight of his top half. However, this could be a stylized choice, and if that's the case, then I would definitely beef up the muscular structure on the bottom half to reflect the weight distribution. If not, then he just needs to be a bit taller. Stretch him out so that his top and bottom halves translate a little more for a towering beast; less squat. Overall, super interesting! Loving the idea. Hopefully that was helpful! Good luck!
Hello all. This is my design for a minotaur slave, called a Gatecrasher, forced to fight and mutated by a highly volatile crystal strapped to his body (a variation of peridot, the supposed crystal of intensity). I'd love to get it critiqued.
Perspective is one of my weaker areas, so I made efforts to work foreshortening into the pose, but if you notice anything off, then I'd love (and hate) to hear about it. I've also attached a study of the character to show you his full body, though I did make some changes to the design in the final.
Hey Steve,
Cool drawing, I like the idea behind it. I think you could benefit from doing a good structural drawing first, then building your design on top. Make sure all the anatomy and proportions are right before moving on. Also make sure, despite the design, that you find ways to show perspective with the armor or clothing. I did a drawing that I hope will help, keep it up :)
Hello again, humans,
I'm looking for your thoughts on this design.
Description: I call him a Yellow Apatite Warrior, a human who uses neuronal enhancements provided by the crystals in his armour to gain strategic advantage. They allow his brain to process information more quickly and his body to react to future events before they occur. These guys would be clever, quick-thinking fighters who always have a plan in battle. Mostly, they'd act as leaders on the battlefield or elite guards, intimidating and calculating.
I lack experience with armour designs, so that's definitely an area I'd be interested in learning about from you guys, but any other critique is welcome too.
Steve Reaume
•
3yr
*Update*
After reading through the critiques, I went back to work on Yunuen the dog-monk and ended up here. I'm pretty happy comparing before to after, so I want to thank all those who gave me their insights again. Below I'll explain the areas I addressed:
Line art: I pushed the contrast in line weights and thinned the line in the light while leaving it thick in the dark. Even with the colour stripped this was a huge improvement and gave me a better sense of light direction. I also added more colour to the line art, brightening it in the light and darkening in the shadows.
Lighting: I chose to stay with a rendered lighting style like before because I find it easier to work with, but I hardened up the light shapes to work better as sunlight. I also tried hard and cartoony lighting and didn't find much of a difference compared to this version, so I went with the technique I'm more familiar with.
Exposure: I realized I made a mistake when exposing the original, in that I exposed to show detail in the light, but neglected the darkness of my shadows, which made it super flat. So I reworked it to expose for detail in the darks, using the sunlight more sparingly, and then I used bounce and ambient light to brighten up the shadow areas.
Background: I'll admit I was lazy in the original background haha. So I added some clouds, details in the mountains, pushed the gradient in the sky, and I made sure to light it using the same blending modes and colours as I used on the character (which I neglected in the original)
Depth: My adjustments to the lighting and the background, plus the rotation of the bone on the ground added some depth (I think).
Pose: I moved the hidden foot up the shaft where she would have room to stand. Regarding the head turn, I realize that it's a bit of an extreme twist in the neck, but I decided that given the cartoon style and the high energy of the character, I was satisfied in leaving it be. I'm eager to move on to my next character and I felt that adjusting the head might have caused a domino of problems that I don't want to deal with haha (mainly I was concerned with having to rework her expression). That said, I'll be more vigilant when posing my characters in the future.
Thanks again to everyone for all the advice, and for making my first Proko critique an excellent learning experience. In the words of The Terminator: "I'll be back."