- That our characters are really good and memorable and that we don't have to work on character design as everyone likes them and thinks they're really well perceived.
- To think about lighting and shading more to make them look more 3D.
- That our colour work is really good, but the level of colour in shading could be more diverse to again add that 3D effect.
- To look into anatomy to refine our work. Not bad but not perfect. Strive for the best! - Look at super defined muscles. Lee Bradley said look at Bodybuilders for men and Playboy models for girls. - Mention this in COP3.
- To reference clothing - look at how it actually falls.
- REFERENCE EVERYTHING.
- That our proportions are on point but anatomy could be better.
- That our perspective needs work, reference!
- To pick up speed.
- To add more weight to the characters. Make the big guys feel heavier.
- Less crosshatching, not to use it to describe texture.
Pages
- The action scenes work well, zooming in and out. They are clear. Do this more often with talking shots, close up on faces, can't see whole characters.
- Easy to read, flows well.
- To make panels more dynamic. Add shading to always know where the light source is.
- More double page spreads.
- To add establishing shot to Kunjana's storyboarded comic and introduce her slower.
- Less overbearing colour.
- Too dark. - Came out different in print, note for future.
- Bad font on final pages. Go to BLAMBOT.com, (What they used for Fight club 2, totally free even for commercial use.) ComicCraft.
- Pay more attention to authenticity and rendering.
- Reference photographs.
- Blue that is the background. Fading mist. Colour that tints in temperature to set the scene.
- Colour tint to set characters in scene. - Important.
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