Hey, thank you! yeah, i'm really into fantasy designs- i try my best to make my visions come to life. i think i've succeeded in doing that- though, i'm still learning and forever trying to improve. blood omen is one my favorite games of all time! trying to recreate kain was so much fun. thanks again!Man I just found my way back to this site, but after coming across your thread I wish I had sooner. You've nailed High/Grim fantasy in a lot of your CAS. It's artwork my good sir, thank you so much for sharing.
*Also Kain, my dude, nerd high fives
Aww, thanks man! it took me a while to get the right color palette tho. also, the cape is literally the saving grace for this design. the minute you take it off, the whole design would collapse on it's self lol. thanks again man! i really appreciatedI REALLY love how there the red/yellow cloth "pieces" on the jacket seems to mesh with the cape and connect at the two knots, bravo!
Strong piece, Glitch: it brings together a lot of the idiosyncratic tools you've been experimenting with recently into something that looks very polished and unique. The helm design and detail is very straightforward (no mystery as to how you did any of it) and yet is a very clever approach I haven't seen anyone use before with regard to those assets. The only detail that sticks out to me as out-of-place a little is the inner thighs of the pants: the smooth texture clashes a little bit with the implied gritty depth of the rest of the design: but I'm going to guess that's an asset trap--i.e. the word that, as of this moment, I am using for the situation where you are forced to accept a small weakness in a design because it is the least-aggravating variation in a situation where asset-conflicts and other editor limitations box you in.