Finally managed to work on the illustration some more.
Started thightening the perspective a bit (not too much yet :D). I decided to make the cathedral background a little assymetrical, as it felt too mirrored, but I'll see where it goes when I actually start fleshing it out.
Also removed one of the pauldrons and tweaked the pose for a better flow (and hopefully a better telegraphed condescending expression). The sword feels too bright and messes with the focal point so that goes on the to-do list as well.
Proper material rendering coming soon (Also have to decide on the horn design)
I really like this!
You can go nuts with the lighting!
I can even see those rim lights defining the character in the foreground.
I found this .. hope it gives you some more ideas.
https://www.diyphotography.net/howto-dramatic-portrait-lighting-using-nothing-lamps/
Thank you for the kind words!
@nevs38 that was a nice read and is pretty much what I'm going for, thanks
@PeterH thanks ^^ and yeah, that was my feeling as well. At least I'm mostly happy with the overall look and feel, so accentuating elements and some proportions to make her stand out won't really interfere too much with the illustration.
So here's a version with some bigger spikes and added smaller elements all around, tried making it completely smokey below the waist (like a ghost, but I didn't like it, I want to retain the human inside)
Ok, after a break from looking at the character, I decided I can push the shapes even more and add some more flavor elements all around. At long last I'm kind of happy with how the design and the thumbnail sillhouette look.
I'd be happy with some critiques, as I've been looking at her for too long
(Left -old; Right - new)
And another illustration WIP:
After a busy week - finally managed another update!
Most notably (aside from some more rendering :D), I decided to add hair sticking from under the helmet to make her a bit more 'layered' and physical. Some 'exoskeleton' pieces/mech augments were added around the waist/under her arms to go with the helmet (they need some more structure but that'll be the general direction).
Also, I changed the overall ambient hue, faded the background a bit and eliminated most of the near-black colors. I'm also thinking of getting rid of the middle belt knife, because they feel too crammed as of now.
Thanks @innocent , it does feel better when widened a bit. (Fun fact - turns out it was indeed wider in the beginning, but I must've cropped it at some point, as it had the wider sketch outside the canvas XD)
The background finally got some love and attention
Oook, so the composition changed! (a bit)
I was looking at the illustration the last couple of days and something was lacking. I liked most of it, yet I think it became lifeless compared to the first sketches. So I got ye big ol' brush and added some things! It got foggier, more crowded and even wider!
I'll try to recapture and reinforce the feeling of panic and utter defeat of the 'heroes' I think it had in the beginning. I'm still changing some smaller things (mainly effects right now) but I'll upload this just as a general direction. Bigger changes are possible as well but I'll try to keep the things I'm positively liking mostly intact.
Critiques are very welcome
Thanks everyone, it means a lot! And thanks for taking the time @edenriquebq! No need to be sorry, it does raise a good point
Small wall of text:
I'll defenitely play some more with enemy placement (more in line with adding something to the left?). I was going for a good old triangle shape with the composition and thus kinda need/want the villain to be centerpiece (and have all the flow lines leading the eye to her upper body/head). If the focus moves between the characters, I feel like it would translate in a more 'even fight', which it certainly isn't Then again, I will try moving it a bit as an experiment.
And as for the content-aware filter giving out more guys (hey, Christmas is early :D) - I'd rather not place any more enemies on the right, as it might get super crowded and visually heavy, even with a stretch in the canvas.
Don't die @sparksofdawn !
University... (Architecture is all-consuming ). Thanks for reminding me how much time has passed since the last update, the days are but a blur lately.
I'm still working on it, I hope to upload another wip (close to finished illustration) tonight or tomorrow night (I'd rather bet on tomorrow though :D)
Time for another (long overdue) update!
That might be the final illustration. It got blurrier!
I'm gonna work on the concept sheet now and come back to the illustration afterwards to check for mistakes and fix whatever I don't like (looking at you, sword handle area!).
In the meantime - thanks for the support @innocent and @rgdraw , I think I'll finish it in a couple of days (it might be a Christmas miracle :D)!
One thing led to another and I did not work on the concept sheet:
Fixed the tones to be more cohesive and overpainted some of the smoke and a lot of the lower background, because I felt the image started getting disjointed in values. Also thightened the weapon and hands a bit more and added some more flares of color here and there.
looking great dude I'd reccomend clarify the silhouette a bit though, the arms are getting a bit lost at the moment. It's probably easiest to just do this with lasso, and take the opportunity to intoduce some varying levels of detail on the character, having alot of sutff being hidden by the mist, leaving only it's silhouette, sorta like this:
giving your character some nice clean sharp edges will help alot in making them stand out from the softer swirling background too

@barrysaraiva17 Thanks, man! It was pretty fun to try to balance the details and not have them detract from the focus on the character
@engineered Glad to hear that, I've always been a fan of 'arcane'-ish sci-fi!
@tck Thank you, means a lot I'm often a bit scared to not overdo the atmospheric depth and end up with too little of it
The visual ref is much appreciated, things shall be tried!