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Messages - hobbler_toppler
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Pixel Art / Re: Promo shots of characters for my next project
« on: July 07, 2019, 04:51:56 pm »
Thanks Curly, that kind of advice helps a lot. I made some changes to the face. I chose to give him a grimacing expression showing a little bit of teeth, but I'm not 100% sure it's readable. Slightly changed the shape of his head and his haircut as well. Is there anyone else who gets the impression his arms are too small?


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Just "learning how to draw" is no easy task. You have to do a lot of work learning how to draw basic shapes, then apply that knowledge towards drawing more complex forms. The fastest way is to have experienced people critique your work as you're learning, but you have to be willing to put up with criticism and embarrassment. I'd advise you to post your best attempt at something, even if you think it's really bad (it probably is, which is OK). Having pros critique your work and give advice is such a huge shortcut to getting good; I wish I started doing it sooner, but I think my self-esteem was too frail at the time. Good luck.

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Pixel Art / Re: Promo shots of characters for my next project
« on: July 06, 2019, 07:28:27 pm »
Thanks Chris2balls for taking the time to do a full edit, that's very cool. I've incorporated some of your advice into the newest rendition, namely showing a bit of the off-hand and trying to take a wilder approach to the cape to give it a bit more life. I've started to become attached to the character's wide nose/face - I think it adds a bit of masculinity that the character needs in order to read as male. Also moved the arm up to be more anatomically correct.



Anyone, feel free to comment on this character if you feel something can be improved - but I get the impression we're becoming bored with this one, so I'll move on to the next character. This next guy looked WAY worse when I started this thread, but I applied a lot of the advice directed towards the first character to this one as well. Take a look and let me know what you think.



He's a bit of an anti-hero who is more concerned with looking cool than actually being good at fighting. He's supposed to be wearing cargo pants with big pockets up top, tailored to be skinny and twisty near the bottom. At this point I don't know how well they read. The cape has been a mystery to me; I feel like the top is too detailed and the bottom isn't detailed enough. I've been looking at it for too long to come up with elegant solutions, I think. Thanks again, in advance, for all input!

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Pixel Art / Re: Promo shots of characters for my next project
« on: June 16, 2019, 08:20:46 pm »
No worries. I'm glad you like the "spindly" design of the limbs, it's a style I'd like to keep as long as it doesn't detract too much. The character is actually supposed to be male. He's androgynous looking but with masculine body language and personality - basically a variation of tropey Alucard/Sesshoumaru/Elric type characters. "Noble Dark Elf Warlock" invokes just the right image I've been trying to achieve, so I'm glad I'm getting closer to hitting the mark.

Here's where I'm at.


I've taken some things in a different direction, hopefully they don't screw up the personality of the character. I moved the sword up and out of the way so as not to interrupt the silhouette of the cape while still hopefully looking menacing and calm.

Slight changes to shading on the face.

Twisted the belt backwards a bit to help imply the slightly rotated hips.

I've decided to actually take some risks with the cape, so as to 1. imply that his hips are slightly pivoting and 2. show shading around his arm to help convey the problematic elbow + gloved fist area more effectively. Right now I'm still not 100% sure. As I'm looking at it right now at the time of posting this, I'm thinking maybe the arm above the elbow is a bit too long. Let me know what you guys think.

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Pixel Art / Re: Promo shots of characters for my next project
« on: June 12, 2019, 10:34:09 pm »
Just a heads up, I didn't report anyone. Seemed a bit blunt, but to be fair the face probably did need some work. Here's where I'm at now.



In an attempt to convey shiny leather, I increased the brightness of the highlights on the boots/gloves. I also adjusted the shape of the glove and the shading around the area near the glove to hopefully fix the visually confusing area. I also added a proper "hilt" to the sword to perhaps help with the contrast in that area.

Fixed up the face. Not sure if I like the new "nose" (or implication of one). I have trouble doing faces with few pixels. Also added a third shade to the skin tone but I'm not sure if it was worth it. Actually put in effort with the hair to make it look like some kind of mysterious energy is causing it to flare up and wrap around the character. Not sure about the highlights.

Slight changes to palette for better contrast.

The cape is supposed to be "barbed", the idea being that when combined with magic techniques, it itself becomes a secondary weapon. I tried to show this off better, but then the cape made an annoying tangent line with the sword which drew my eyesight. So I added more red to the sword, but that's just a shortcut and I'll probably end up trying to move the hand around/angle the sword differently so that those two annoying lines aren't so close to each other.

I'll experiment with adding a little bit of twist to the cape next. Thanks for all the comments, I think it already looks a lot better.

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Pixel Art / Promo shots of characters for my next project
« on: June 11, 2019, 01:11:56 pm »
Hey guys, I'm making another actioney platformer similar to Way of the Red. Trying to have really strong characters and an enjoyable plot, so this time around it felt important to make some slightly larger art of the characters for promos and websites and stuff. I don't usually draw bigger pieces though, and feel like I could use some critique.

Here's the first one. The main character, known only as "the Sorcerer". The idea here is to have a few pieces of art like this to stick in promos and banners akin to HLD's advertising. Let me know what you think.


The game is a high-fantasy, gory 2d brawler with swords, capes, fireballs, lightning bolts, and lots of jumping around blowing things up. A lot of characters wear capes which has been a pixel art challenge, but I really like the aesthetic and am going for a very Book of the New Sun/Elric of Melnibone vibe. Will probably post actual gameplay pieces in another thread a few days from now.

I'll add other characters to this post gradually so as to not dump a bunch of different pieces at once. Thanks for your time.

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Pixel Art / Various walk cycles
« on: November 21, 2016, 08:32:35 pm »
Hello everyone. I'm trying to feel out a new main character for my next game. Let me know what you think of this character. He grows up and is supposed to become more calm + confident as he gets older. Let me know if this is conveyed properly. One of my goals this time around is to use more solid blocks of color and less elaborate shading, and instead express form and motion through strong animations. Of course, we'll see if I'm actually up to the challenge.

Thanks in advance!


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Pixel Art / Re: [WIP][C+C] Appreciate all feedback for my game Runegate
« on: December 12, 2015, 11:42:04 pm »
Do you sometimes post on /agdg/? I feel like I've seen clips of your game before. Looks promising either way.

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Pixel Art / Re: [C+C] Girl Running
« on: August 03, 2015, 09:34:38 pm »
The arms look really weird to me. It gives the illusion that the front arm is repeatedly disappearing. Yes, the back arm is a darker shade, but that's not enough to differentiate it from the front arm which occupies the exact same space when extended. The girl's torso is pointed 3/4ths towards the screen, yet both of her arms extend in front of her the same length on keyframes. I don't think her front arm should go outwards to the right as far as the back arm.

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Pixel Art / Re: Escaping Earth
« on: December 29, 2014, 08:17:25 pm »
Thanks for the edit. I especially like the way you did the clouds.

Here's some progress. I tried to make the clouds more circular and full of depth. One problem I'm experiencing is that the green on the top of the orb isn't actually supposed to be land: it's supposed to represent slime and pollution infesting the ocean. I tried to convey this a little better but I still feel like most people will interpret it as land.


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