I have to comment that your original avatar, although it looks neat, is not actually very slimy, light-physics-wise. It actually looks carved, which may be why your renditions are contrasty and somewhat more rigid-feeling than I'd expect from a slime.
I find it hard to describe the exact quality I mean, so have a blender material-test render on a rough sculpt of your avatar:

('subsurface scattering' is your friend for organic materials)
Mainly what I want to point at here is the way light is transmitted -through- the surface. both of mathias' examples have a decent level of translucency and reflectivity, with the result that unless a plane is at a very sharp angle, or a blob is very voluminous, it doesn't get very dark (some light is received from the other side of the surface). It feels like you are using the lineart as a 'cast' somewhat, whereas for something this soft you might seriously consider just dropping some temporary lines to layout the positions of major features and just value-paint 99% of it.
The other thing that I find odd about both the original avatar and your latest CG is that the blobs (clusters) don't feel like they're trying to run together, rather they convey a plasticine sort of consistency, that they're sort of squishy but hold their shape. I assume that for a slime this is not what you want.
But yes, IMO it is a significant improvement on the last version; more readable and structured.
« Last Edit: August 18, 2013, 02:03:23 am by Ai »

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