I seriously can't thank you enough for how awesome this turned out! I am STILL at a loss for words in properly expressing my heartfelt thanks for how very much I adore this. You were SO wonderful to work with too!
And for everyone else: For the love of all things: COMMISSION THIS MAN! You will NOT be disappointed!
Ha, ha! Thanks so much for the endorsement! ^__^ I'm so thrilled that you like your piece so much! That's why I do what I do. And don't forget that they key to making a cool piece of art starts with a cool concept, which came from you! Richard is a cool subject, for sure. Thanks again!
The character thing definitely helps, especially, I've found, when you give a creative artist the freedom to have a bit of fun with the concept rather than becoming rigidly confining. I'm just so glad you had a good time with him: it REALLY shows in the final product! So thank YOU! ^_^
BTW: I will totally be further pimping you in my Facebook ( [link] ) later this week.
Great! Thank you! I'll be adding much more stuff in the coming months, especially with my "Revival" storyline (the 80s toy character one). And I'll add you on Facebook--I don't get on there much, but I'll be sure to add you when I do! ^__^
Haha! Well the actual writing tends to edge towards a more serious tone, but it's not uncommon for me to write or draw random silliness now and then for some of my readers/editors to get that out of my system (and to crack them up).
Totally true! That was actually one of the really important things I learned in some of my screenwriting and critical studies classes in college: that having a contrast between emotions can actually make the situations expressed more potent to the viewer, and it gives people a nice "break." Ie: Having a movie that is built up with 100% tension and angst will often make the film feel long and drawn out and two-dimensional, and not as "rich" as if a variety of situations and emotions were displayed and built off of each other.
And as you said it much more succinctly than my ramble: having "lighter" moments inter-played therein allows more more impact often times in the "heavier" scenes.
And well, it is definitely fun. I think the better part of writing is learning how to properly torture your characters just to the point of breaking, and then finding a way to push them further and grow and evolve them even further.
Animated skeletons always confuse me. In game they're good killing, but when I think too much about them I get a headache. I get that they're held up by magic, but why magically animate a skeleton? A pile of metal bars would be stronger and far easier to obtain. It's very impractical.
Yeah, I know what you mean! I've always thought that, too. But I guess you have to take it like you would a zombie or ghost--more of a "reanimated spirit/corpse" type of thing? Less about just bringing something to life and more about something that used to be alive rising again? I guess it makes more sense that way, but not much.