Didn't have enough space for the title, but it was just a not so important measly article, so I got rid of it.
The title was very loosely translated from the name of the track that plays in Lufia 2 during this scene, so bear with me if it sounds clunky in German and can be fixed. (It was a good track anyways)
I was fairly liberal with the references, but I preferred the designs from the original game, and kept all the armor.
Made with Krita.
Constructive Critique requested.
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Or I should perhaps have used something like a field of depth blur to make that more obvious.
To fix it? I don't think bluring it is the answer. https://images.rapgenius.com/67e244b1faa9ca1107774e6d8ea3d74b.777x777x1.jpg This image has a pigeon in the foreground with a city going off into the horizon line, and the city close to the horizon line isn't blurred any more than your castle. the smaller details don't vary in colour at that distance and you only see large structures that stand out through the sky blue colour. It's.... simplified. I imagine that the castle will be like some of the tallewr buildings in this- only lit up by contrast, and recognisable as a castle by shape. Perhaps if the shape behind him is closer to his hight then that gets more rendering and colour. cause right now, the ground is about as rendered as the man- sans linearts for defined edges. I don't know if any of this is a help, but I think that is what threw me. I'm... not an expert on it though. I'm still learning about colour and stuff like atmospheric distortion. I have James Gurney's book on light and colour, but I'm not ready to study from it yet. IF you haven't seen it yet, you may get something from it. It's way too advanced for me yet still though XD
His eyes keep drawing me back too.
I'm unfamiliar with the game...but still appreciate the work ^_^