Hey everyone, I've been working on a new piece for my environment art portfolio of a ruined castle entrance in a swamp. So far, I have a WIP concept and blockout of the scene.

Initial Blockout in Maya

Concept Painting from Blockout with WIPs:

I'll be posting here with updates as I go along, and would love any feedback from the community!

Interesting approach using 3D modeling for your layout to draw over. I'll have to try that sometime.

Overall, it looks really good so far. Some things look a little "flat" at the moment, such as the drainage hole on the left side of the left statue, as well as the decor running along the top of the walls. As far as the color pallet goes, I think you picked a good color scheme on the assumption you're going for a monochromatic look. The yellow/green scheme gives it an eerie feel overall.

I like the engraving/oil painting feel!
Maybe define your focus point better?

Alright... alright... Let me just say i'm loving the silhouettes of the branches in the foreground. Masterfully done, However there are some things I feel that could be greatly improved. FEAR NOT, I have come to aid you my friend . . . shall we begin?
(I'm currently in my art History lecture so I'm gonna lay the smack down with some physical representations that'd help improve your piece so BRACE YOUR SELF! it's gonna get a bit "artsy")

Geometric repetition

  • Now I wanted to get to the meat of the problem first. Point blank, The castle here is just to bland and the square like repetition isn't helping your cause either. The Castles gate us very similar to classic roman works and I believe you'd benefit from an arched gate rather a rectangular flat shape.

Example:

Pretty cool huh? That's a Neoclassical work in Milan (roman) work which I think is very vital to improving your piece. This Arch in Which was popularized by the Ishtar Gate 575 BCE (Assyrian) brought flare to gates all around. (Looking at this now I feel that even your pillars could use some work to) I say this because there isn't a strong focal point in your piece... Whiiiiiich leads us into the next topic!

Focal Point

  • @raustuart talked a lot about the sewer gates being fairly flat which is true. Though there is still one thing I feel he didn't touch on, that darn sewer gate...It's darker then that of the statue's darkest point's which is where I find it taking away attention from the viewer. (It's also circular which would makes it irregular to see a flat gate being right besides it. Also, Sense it's one of your only circular aspects it also attracts attention for being a variable. Okay I've blabbed on way to much, time for the next final point.

Lighting

  • Now I'm no god of light and dark and I still have much to go however I do feel a lot of your work is flat. DAMNIT GET SOME MORE CIRCULAR THINGS IN THE PIECE,okay, okay . . . I'll calm down but man. I am in love with this illustration. I've typed long enough so I'll some it up to this. Circle, Focal, Light.

Alright I hope I've helped and remember don't be a square and remember to share! (your knowledge that is) with your skill you could help many of the Cubebrushians in the realm. Now go my square gate friend Yaakov! Go, and help the masses!!!

Exofley,

Signing out

8 days later

Thanks, @exofley, for your detailed and entertaining feedback! You make a really good point about shape contrast (squares vs circles) so I'll definitely go back and rework my design. I was planning on finalizing most of it in 3D while creating the individual assets, but it might be a good idea to work on the concept a little more first.
I hear what you're saying about the arched gates, but I feel like making it round on top would make it feel too welcoming and homey, which would be unfitting for a forbidden/cursed fortress. But what I did think of thanks to your comment was making it pointed instead of square to give it more of a gothic feel. Thanks again, I really appreciate the feedback! :smile: