It's pretty hard to create good tutorial stuff and there are also too much tutorials with bad materials out there. It’s not only embarassing for yourself if in your tutorial is something which isn’t alright it’s bad for all the people who are reading it and mind it in the way you showed it. It’s hard to get rid of habits you learned in a wrong way and I am still stumbling over personal mistakes in all of my works over and over.
I think it’s pretty hard to make a good tutorial which isn’t a simple „How I’d do it step by step“ and it’s even harder to create stuff for a tutorial which should really teach you something.
There is barely no place for your own lazyness and there is also no place for cheating. The last things I tried to learn were perspective, shading, materials, anatomy, facial anatomy and animating (in this order). It’s nice to learn all that stuf fand I learned fast tons of new things but I stumbled not only over the minor mistakes from one part, I stumbled over the minor mistakes from every part which makes in sum really bad art.
Off-Topic: For example this drawing here, I made it about two weeks ago and I am not rudimentary satisfied with it, it’s very easy to spot out the places where I cheated. I made it without references, just to check up how good I am at the things I was trying to get the hang of and I found out that the conception of many things is wrong within my brain. At the first sight it may look pretty okay, but it’s far away from what I should be capable to do. drawingBack to topic: There was no way except going back to the most basic thing (which is perspective for me) and creating a tutorial confrontates you ruthless and truthfully with all the minor things you are doing wrong. If Seiseki wouldn’t have asked for something like that I’d have delayed it once more.
I am pretty bad at admitting the mistakes I made to others, although I know mostly that I can’t dismiss the issues. And I am pretty bad too in explaining that all the mistakes are part of my own unique and awesome style and make others to think that too.
To the scale: yeah both of you are right, the first three parts were planned for 32x32 tile resolution and I revamped some stuff from my very personal project which I’ll most probably never finish.
The column is a new sprite, the style is heavily influenced by the style of the game I am currently working on (16x16 res, strong chiaroscuro). The only thing ist that I used the colors as I’d do but don’t made it to use in game in first case. As I already pointed out I chose it because of the forms, seems that this was a silly idea...
It’s also interesting how good you estimated the scale of the charakters. I also added my shilouetts (don’t want to talk about the chars atm, the big one needs also some revamping…)
As I pointed out I don’t referenced the column tot he small sprite in first case, but it has very greek measurements and proportions.
The next thing which is completely right ist that the style of the 32x32 stuff is victorian/steampunkish. It’s hard form e to imagine how you got the idea of it with just 3 very common and very expectable objects. You must have a grimsanely good eye
Tothe chest features: the smiley face were part oft he concept. Also the paw-foots. I am sure you know Mimics. I think it’s a good thing to let the imagination play wild. Because of this I let the eyes also bright, to lead your mind to „something strange is going on with this“.
About the lamp: I also had something like this in stock. The only bad thing about it ist hat it uses a sphere and vertical cilyinders and pyramid forms instead of vertical cylinders, frontal cylinders and boxes. I think it doesn’t really fit to the content oft he tutorial because it’d be really complex fort he fourth example. Because we have to add sphere and pyramid rules to it too. But however I added it.
After doing it myself I don’t even know how somebody who isn’t even able to get the knack oft he right perspective (because I highly doubt anybody pro will need the tutorial) and want to learn it can do something as complex as the lamp. Take a look at the lighting, that mystical glow effect is nothing for someone who doesn’t even know how basic hue-shifting works. Also the gear isn’t really easy to construct and the overlapping parts are also something which is a bit harder to imagine. Maybe adding this just as imaginative example at the end of the basic constructions just to show how far it could go. What do you think fellows?
The lamp is not completely polished. I am aware yet that the highlight at the sphere can’t be there, but I don’t found a better looking solution. Critique is – like always - welcome.
I thought about another object which combines the same forms as the column (don’t had an idea yesterday) and I came up with a a park-bench, this would also fit the scenario very well.
Then it’d be possible to remove the pillar like facet pointed out. And we keep the 32x32 stuff for the tutorial.
Although I’d also like to create a overview over the charakters of high and low pixel res, but this will come some point later. At first I want to finish the general objects, because there you don’t even need the very basics of charakter design and anatomy which we have to touch softly later definitely.
I think we also have to come back to the grid point later, it makes (for me) no sense to discuss this without a context, like a tiled ground and other objects. At the moment the construction and perspective counts. As your edits showed it’s pretty easy to edit, maybe we find out something really interesting together, who knows? It’s definitely worth of taking it into account.