Posted: 18 January 2019 at 11:56am | IP Logged | 1
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Scott,
There is some nice stuff in here. I know a few things get lost when getting the pages to the 600 pixel width, but I can see where some things are headed.
Line weights are the biggest thing that jumps out to me followed by making decisions about how to represent the image. The first page looks flat because the same line weight is used for every piece of technology. Decide what is closer and what is farther away from the viewer and vary the outlines of those pieces of equipment. Look up some of JB's commissions with technology in them and see how he handles field of depth.
When inking fabric, you might want to make a decision about how to represent a shadow and stick with it. For instance, on that first page, panel three, Professor X has several different shading techniques to represent shadows on his coat; solid black with feathered edges, straight lines, and creases filled with feathering.
For Nightcrawler, there is a rather standard way of representing his smoke and brimstone when teleporting. JB has done two commissions that I can think of that show how he handles it. I suggest you compare what he has done in commissions to the pencils on your second and third page to "interpret" what he might be looking for with that effect.
Ultimately, make a decision about how you will achieve an effect and stick with it. Then ask if the result enhances the work. Does the cloth look like cloth? Does the wood look like wood? Does the smoke look like smoke? Etc.
Keep at it. Practice just makes you better. Hope this helps.
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