Pixelation
Critique => Pixel Art => Topic started by: Capta1n_Henry on May 07, 2016, 04:23:22 pm
-
(http://i.imgur.com/3AMDRgm.png)
So I've been in a creative rut for a while and I thought I'd make this to get some creative juices flowing. Feedback would be appreciated. I based it off this: http://www.imperialshipyards.net/SMF/index.php?topic=7477.0 (http://www.imperialshipyards.net/SMF/index.php?topic=7477.0)
-
There are no shadings whatsoever, thus it looks flat.
Try looking into it and apply shadings, it will make that several folds better! :D
-
(http://i.imgur.com/JCgTwiP.png)
I think I fixed the shading problem
-
Where is that light coming from? You've added a halo of lighter colours just inside the lineart, but you haven't added shadows or light. Light shows the imagined 3D form of the object, but what you've done is just followed the 2D shape of it.
-
Where is that light coming from? You've added a halo of lighter colours just inside the lineart, but you haven't added shadows or light. Light shows the imagined 3D form of the object, but what you've done is just followed the 2D shape of it.
Crap, its supposed to be coming from the back but now I realize how bad that is. I'll try to make come from the front now.
-
(http://i.imgur.com/wuebNkA.png)
Ok so I made a light source in front of him. Am I on the right track with this?
-
(http://i.imgur.com/wuebNkA.png)
Ok so I made a light source in front of him. Am I on the right track with this?
Good effort! You're still giving off a very flat form, though. The issue being that the light doesn't seem to imply any sort of curve/overhangs/grooves/etc on the helmet. From the way it looks, it seems like you focus more on the shape of your light when shading than the shape of your object.
Here's a quick reference image with some tips laid out:
(http://i.imgur.com/DNooUnm.png)
-
I don't quite understand the picture but what I got was that I need to make the areas on the helmets edge darker? And that I also need to make all the ridges and stuff darker?
-
(http://i.imgur.com/CheN6Ta.png)
Ok this is what I came up with.
-
I think it's a bad idea to place the light source to the point the viewer sees from.
I makes it looks pillow shadish.
-
Awww man. I thought I had a good thing going too. But I see your point.
-
(http://i.imgur.com/AiGVFXY.png)
Made another edit
-
I think it would be better to use a 3/4 view for the helmet. Your edits are improving this piece though. If you still want to use this front perspective, I think you should find some reference so you can simulate the shiny plastic look of the troopers. You should place your light source somewhere that helps you define the 3 dimensional quality of the helmet. I recommend putting the light source on the upper leftish area. Check out some of these pics!
http://img4.wikia.nocookie.net/__cb4/star-wars-the-clone-wars-roleplay/images/5/50/Wiki-background
http://www.starwarshelmets.com/2009/efx-aotc-helmet_comp.jpg
http://cdn.shopify.com/s/files/1/0346/5761/products/ProductPage01.png?v=1450383908
http://a2.ec-images.myspacecdn.com/images02/57/dea890f31af3401e999014fd19ea1fe9/l.jpg
I don't think the harsh black lines are working inside the helmet shell. I understand that might be a stylistic choice though.
-
(http://i.imgur.com/lmGD1hQ.png)
Made a semi-edit. Kinda just wanted to get the idea down before I go to bed
-
You might want to remove some of the detail on the helmet in order to make it easier to work with and a tad more readable
-
I agree with taking some of the detail off while working on the shading. It still looks really flat. Think about the curves with perspective too—the star is completely proportional even though on a curved surface. Some of the shading is getting there but the shading in straight lines doesn't really come off as shading.
Don't give up! Practice makes perfect, if it's difficult then it means it's a good learning opportunity.