255 submissions
So I went to check out this new gym that opened near me and they offered me a free kick boxing course, not usually my thing but why not give it a go.
But I have to admit I feel pretty great and it may be a bit early to say, but I think I'm looking pretty good too, I think I will have to continue with this course.
Posted using PostyBirb
But I have to admit I feel pretty great and it may be a bit early to say, but I think I'm looking pretty good too, I think I will have to continue with this course.
Posted using PostyBirb
Category Artwork (Digital) / TF / TG
Species Pony
Size 3508 x 2481px
File Size 5.43 MB
Listed in Folders
Nice work! :D You've come a long ways in terms of defining shape & form, as well as your shading.
I also like some of the subtle background details, like how the shoes are changing into Tempest's hoof adornments :)
There are only two critiques I can make:
1) When full-viewed, the sharp texturing of the fur where it changes over from skin stands out quite harshly. Same thing with the hair. I recommend not putting so much detail into individual strands: the extremely high contrast sticks out like a sore thumb against everything else.
2) Inconsistent shading. If the environment lighting is strong enough to generate a noticeable cast-shadow (looking at the floor), then the self-cast shadows on the character should also be visible. As it stands, you have ambient shading on most of the character, but not all of it. For example, you've got cast shadow from the head & snout onto the neck, but not from the torso onto the left (our right) arm. Similarly, part of the left (our right) leg should be in shadow, since the front half of that leg should be catching almost all the light. This clash between what the environment communicates for lighting, and what most of the character communicates for lighting, disrupts the narrative you're trying to portray.
I also like some of the subtle background details, like how the shoes are changing into Tempest's hoof adornments :)
There are only two critiques I can make:
1) When full-viewed, the sharp texturing of the fur where it changes over from skin stands out quite harshly. Same thing with the hair. I recommend not putting so much detail into individual strands: the extremely high contrast sticks out like a sore thumb against everything else.
2) Inconsistent shading. If the environment lighting is strong enough to generate a noticeable cast-shadow (looking at the floor), then the self-cast shadows on the character should also be visible. As it stands, you have ambient shading on most of the character, but not all of it. For example, you've got cast shadow from the head & snout onto the neck, but not from the torso onto the left (our right) arm. Similarly, part of the left (our right) leg should be in shadow, since the front half of that leg should be catching almost all the light. This clash between what the environment communicates for lighting, and what most of the character communicates for lighting, disrupts the narrative you're trying to portray.
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