Holy wow. I just found this piece, and I can only reiterate what others have already said: The lighting/shadows add so much depth to the work, and really mimic the dark-shadowed look that the official artwork had. The purpley shadows and saturated sunlight feel very appropriate for the game's style. I also particularly love the shading on the buttons on the HUD, and the way the light just barely touches the top of Link's cap. Amazing work.
This is true, and I'm glad it is something you take to heart, as it visibly shows and has paid off so far.
Nitpick or not (I'm personally on the side of not), it's the little things that help push improvement going forward, you know? So all of that is good to hear. I think consistency is the key thing, too - things should have a similar amount of "clamping" in relation to each other. Definitely good to keep in mind.
I whispered "oh my god..." under my breath as I saw this.
Nice work! It's gorgeous!
This is fantastic! Great use of details... The colors really pop!
You're welcome, Pik! That's exactly what I was thinking of, yes:
I realise it's a kind of "clamping" effect, which is a great way to say more with less shading, though I do find it contrasts with the work on the stones to the bottom of the mockup, as well as around the clock tower.
Again, this is nitpicking, as it would pass no problem in an actual game! Looking forward to seeing more
Yo C2B, thanks so much! I have some places in mind I think are rough (maybe the door + the walls, the clock tower's bricks, some wooden bits, etc) but I'm curious to know the areas you think are, just so I can keep in mind for improving future pieces.
I agree with Theoden, the way you rendered the light's intensity and drew the shadows really adds to the piece's charm. Some parts seem a bit rough, but it doesn't detract from the overall quality, and the lighting wraps the whole scene very nicely in any case.
The way you rendered the shadow and the light gives so much depth to the scene, nicely done.
The strong light is fascinating.