Pixelation

Critique => Pixel Art => Topic started by: Shook on January 24, 2010, 07:31:31 pm

Title: Dinko, the kobold
Post by: Shook on January 24, 2010, 07:31:31 pm
Yeah, hello again. After being absent for a while, which you likely didn't notice, i've made something that could use some critique.

(http://i45.tinypic.com/264q1hz.png)

I've dared to call him finished, but i would like to see if/what i could improve on him. His overall appearance is inspired by the kobolds in Dungeons & Dragons, though i've taken no references outside my head. The thingmabob on the right doesn't really need any attention, as it's just there for Dinko to poke at. He's an awfully curious fellow. :U

C&C would be much appreciated. ;D

Edit: Newest version:

(http://i50.tinypic.com/qzheuh.png)

Will update this post continuously. C&C still appreciated.
Title: Re: Dinko, the kobold
Post by: Rollerkingdom on January 24, 2010, 07:38:53 pm
ONe thing that im not much fan is the whole dithering texture on his body and clothing :o
I would try some other shading method.
Title: Re: Dinko, the kobold
Post by: Shook on January 24, 2010, 08:30:33 pm
Understandably so, but due to the lack of intermediate colors in my palette (need to free myself from that blasted thing), i don't have many options. That being said, i guess i could just use more colors with bigger contrast. Three colors for the vast majority of the green shading ain't an awful lot. :huh:
I kinda like the dithering though, because it gives him a somewhat scaled look that most reptiles need to have. I could make visible scales, but they'd be oversized when compared to the rest of the body. I think.
Title: Re: Dinko, the kobold
Post by: Rollerkingdom on January 24, 2010, 08:36:51 pm
THe dithering on his body is good like you said it gives the scale txture but for the vest it kinda blends with the skin..
Title: Re: Dinko, the kobold
Post by: Shook on January 25, 2010, 01:33:25 pm
Ah, ok. I thought it sorta gave it a rough leathery look, but it does look better without dithering, and with more colors. Here's the new version.

(http://i48.tinypic.com/33kxk6p.png)

That any good? I've also been thinking about making more contrast between the green colors... I'll try it out.

Edit: Alright, done trying.

(http://i47.tinypic.com/hvv69t.png)

Too much contrast? ???

Edit2: Actually, fixed up the shading on the head a bit.

(http://i48.tinypic.com/5vouwn.png)

Not too happy with the light on the head, i'll try to fix it before long.
Title: Re: Dinko, the kobold
Post by: TomF on January 25, 2010, 03:43:12 pm
though i've taken no references outside my head.

Definitely get some references for this. If there's one thing you're going to need references for, it's anatomy. At the moment his arms and legs feel very tube like. He also lacks a crotch! I am not a fan of the dithering at all, it's unneeded noise.

The colours also feel a bit too murky, try using some blues for the shadow on his skin, and possibly some purple for the jacket shadows, not too saturated though! The upped contrast is a good move imo.  :)
Title: Re: Dinko, the kobold
Post by: Shook on January 25, 2010, 04:34:03 pm
Yum, criticism. Right, fixed up the colors (I think. Did i?) and gave him a bit of a crotch for starters. Had to fiddle with the palette, but hey, those colors were unused anyways. ::)

(http://i46.tinypic.com/i1yamh.png)

I'll probably remove the dithering next, as well as try to fix the anatomy. Truth be told, i'm surprised at how good the new colors look. Going from brown to purple wasn't exactly my first thoughts when shading the vest, though this is worth keeping in mind. ;D

Edit: Allright, removed dithering and added a bit of meat to the limbs.

(http://i46.tinypic.com/w2hzkw.png)

Dunno if you think it's any better, but i like how it turned out. Not entirely happy with the arms though, elbows in particular. I'll keep experimenting with them and see if anything good comes out.
Title: Re: Dinko, the kobold
Post by: Rollerkingdom on January 25, 2010, 10:58:06 pm
Deff improved since the first one..
take advantage of the blue background and AA his arms, it will prob make the elbows look better!
Title: Re: Dinko, the kobold
Post by: 7321551 on January 26, 2010, 10:25:39 am
Hi. The internal shading of the straight limbs appears to be that of a single cylinder. A combination of several shapes would be more fitting - for instance, the shoulder might be a sphere, the upper arm a sort-of elliptic cylinder, same with the forearm except it tapers, etc.
I did a quick edit:
(http://i489.photobucket.com/albums/rr257/xv8w1h0s/w2hzkw-edit.gif)

Also, the feet are giving the impression of an Egyptian Hieroglyph. They would appear less flat if they were facing outward like a 'V', & angled from above slightly.
Title: Re: Dinko, the kobold
Post by: Shook on January 26, 2010, 03:22:13 pm
Alright, thanks for the tips. Gave it another shot.

(http://i50.tinypic.com/qzheuh.png)

Reshaded arms and legs (mainly the ones that are clearly lit), rotated the hind foot, and changed the front foot a bit. I also used a tiny bit of AA to smooth out a few areas, as suggested by Rollerkingdom. :)
Title: Re: Dinko, the kobold
Post by: CrazyMLC on January 27, 2010, 10:22:31 am
(http://i85.photobucket.com/albums/k42/crazyMLC/dinkolightsources.png)
You have light sources coming from the left, the top left, and the top. It makes the piece seem ununified.

The pole and the button are both too big and bright compared to dinko, who is small, dark, and desaturated, it makes it look like dinko is waaay far back in the shadows and the pole is really close up.

Everything has a shape, not just the arm. you should study your arm and see where the bulges are, the biceps, the deltiods, the triceps.
Then look at the legs, your knee stands out a lot, and your leg is like a cylinder except the base is a oval, not a circle. The lower leg usually has a prominent calf muscle, making a bulge there.

The fingers are shaded such that they look like they have outlines, disconnecting them from the hands. This can make them look like sausages. (YUM! :D )
Title: Re: Dinko, the kobold
Post by: NaCl on January 27, 2010, 07:42:13 pm
Also, you have some nasty gradient shading going on, where every shadow goes through a bunch of midtones to reach the lightest color. A gradient. This is partly why, as MLC said, the legs look like cylinders. I'd go back and try and shade with one shadow color and one highlight, and the midtone that has the actual color you want him to be. If you can make that look right, then go on and add more shadows and highlights, where appropriate. When you use a ton of colors right from the beginning then the piece is going to be messy and cloudy, and the shading will be lacking.
Title: Re: Dinko, the kobold
Post by: Shook on January 27, 2010, 09:13:09 pm
My, this is certainly going to take some time. But then again, it always does, doesn't it? I'll try this out tomorrow, as i don't really have the time today. Hopefully, it will end up looking better. ;D

Also, the pole/button thingie isn't permanent anyways. I was thinking about making something... Ocular, to replace it. Say, a robot eye or something. This will probably replace it entirely.