#composition feedback

1 messages · Page 1 of 1 (latest)

hushed slate
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I’m working on this display base, and while I’m happy with the terrain I’ve come up with here, I’m a lot less sure with the bits I’ve added in to tell more of a story with it. Any feedback would be appreciated

Alongside compositional stuff, I’m not 100% sure how to convey that these aren’t disembodied arms and that the rest of the body’s “out of frame”. My current thinking is to fade the arms to black as they reach further out from the base, but I’d love any advice or examples.

whole seal
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So what's the story it's meant to tell? His pose and body say he's squaring off or focusing on something at eye level (human sized?) in front of him, not worrying about Things crawling up around him. I think fadeout might work but you might also get better mileage of a few partial monsters, not just arms.

I guess right now the dude on the rock and the arms don't feel like they have much to do with one another.

hushed slate
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Hmm, good point. I’ve probably done myself a disservice by not thinking of a base until I finished the guy. As I was building it up, I liked the idea of him angled down about to duel something coming in from off-screen.

Once I put in that first hand at the front of the cliff though, I wanted to turn it into more of a “last stand” kinda thing: he’s surrounded, been fighting for a while, but something worse is in front of him.

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I reckon I’ll have to add some more bits to show he’s actually been fighting back, and probably some blood effects on him+the scene.

whole seal
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Yeah I think you're onto something. Needs more past.

Geologist wife says the conglomerate rock base is very convincing btw.