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Thanks. I suppose I should drop any altered shading at all on the yellow to stay true to the character. I makes it so boring to just do one long segment though, so I think I'll make it slightly raised; not very raised, just a little to break some monotony. I've already taken a couple other liberties with the design, so I'll just do that.
Thanks again!
Good work!
Good point using the greys for secondary light, I hadn't even thought of picking them from where they were :/
The yellow markings do appear raised in both your versions, which is why I emphasized them. If they aren't, they shouldn't have any gradients other than following the main body shading, as in the neck.
Thank you so much! As you can see from the edit, I've saken a good number of your changes to heart. I'd never considered the parts' interactions with each other. Regarding the palette, I softened the top green a little bit to allow the yellow to show a bit more, and used the gray from the claw to buffer the red in the shadows. I also used the claw's blue to start some work on the secondary light on the bottom. The unfortunate part about the tones is that the character mandates that they remain quite saturated. I think that I can get away with the saturation if I use the claw/tooth colors as buffers though, so that should be alright.
One part I didn't follow your edit on was the yellow markings. They're actually a part of the flesh and aren't raised, and the way you played the shadows on them gives them their own depth, which they don't have.
One thing I'm considering is shortening the upper body a bit. It seems unnecessarrily long and gives me the impression of a rigid tube for much of it, so I'll probably try that out.
All in all, I think that it's looking much better so far thanks to you. The rest should be updated fairly soon, should my schedule allow it.
Some issues, addressed. No need to simplify the head! Mostly, it's about how light falls on surfaces, according to how more or less they face the light source. Also how each part casts shadows on other parts (locally; I disregarded the main cast shadow the upper body would cast on the tail). I don't like what i did on the lowest segment though. It should need some secondary light, which I unconvincingly started. That would look better with bluer hues. Other parts have a little reflected light from the body, keeping the main hues is ok there.
Your palette might need some adjustment: you have rather separate greens, then yellows, then reds; all of which in rather grouped saturations. You need some more neutral colors to act as buffers between them. I reused the bright yellow as highlight for all colors and dark red as shadow, but that would work better (esp shadows) if these tones were more neutral.
Also I agree large smooth parts are more difficult, I'm stuck on a piece for just that reason!
Okay, I don't know how to reply to all of you, but thank you for all the comments everyone! In regards to the mysterious missing, arm, it's just that; a mystery. As in, it's a mystery how I forgot to draw the other arm. I'm making it now, it'll be edited in very soon. Particular thanks to Sneep, for your very kind words.
@Manupix: I would definitely agree with you that it is inconsistent. I started with the head and worked along down a segment at a time. When I did the head, I found it much easier to texture it due to the complexity of the face. Unfortunately, I found it remarkably harder to provide the same level of detailed texture to the smooth body. I don't like the arm, and the neck I can percieve how to fix, so those I can work on. Unfortunately, in order to make it consistent through the entire piece, I would need to simplify the head shading, which I'd rather not do. Manupix, if you could describe the "some issues" I may be able to change them.
Sai, does my response to Manupix cover the confusing shading you mentioned?
The shading on the head gives it excellent volume and matter. Unfortunately it's not that consistent everywhere! The 'neck' and arm segment are flat by comparison, it gets better again below that with some issues.
Rayquaza is my favorite pokemon of all time. I like the palette, but shading is all over the place. The shading changes in light source from one segment to the next, so i gets a bit confusing.
Yeah, one handed Rayqyaza? In every other thing I agree with Sneep...
Some great lighting, and shading. Colors are great, lines are just superb, and the AA on the lines look like it's a sprite straight from a game. It's really cool just to look at.
Yes it is, and thank you very much!
I suppose I should include that it's a pokemon in the description. Thanks for reminding me of that.