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Messages - Haze01
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Pixel Art Feature Chest / Re: Avatar Sprite
« on: December 18, 2013, 09:20:08 pm »
Well.. I'm pretty sure I seen some chibi-style drawings where they would have flying characters have their feet facing each other, it's sort of what I wanted to go for, sadly didn't find any reference.. I didn't really care about anatomy and how awkward it looked, just wanted it to be interesting and cute (-i hope it is-)  :crazy:
The pigeon-toed stance is something that makes a lot of characters look cute - I've seen it used often to good effect - but I felt it wasn't working with the desire to make a cute-and-tough pose of the angel flexing while flying.

Thanks for compliment about AA, I'm a little confused if it's good or bad now..
I don't know why you'd think the AA is bad... the exterior AA was looking odd against the default light background here because it is anti-aliased for a dark background but it looks great, in my opinion, on all of the images we've seen with the darker background color included.  All the interior detailing and antialising seem to work well, in my opinion.

Since your critique inspired me with possible edits, I decided to work on it some more:

Serious face.  :)  I like it.  It seems you darkened the palette over-all; I think I liked it better lighter.

Whoooooooooosh

This is awesome.  I pictured an edit exactly like this: I didn't mention it before but I did feel that changing the awkward tricep flex for a second bicep flex would look better and feel more natural; you nailed the cocky expression appropriate to the pose; and your change to the legs gives the sprite a better silhouette and again feels more natural.  The clouds, swoosh and halo turn it from an avatar to a fun image with a lot of dynamic things going on that make it feel nicely composed, show action, and provide emphasis.  If you were to take out those aspects, the sprite would remain a great avatar in this pose.

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Pixel Art Feature Chest / Re: Avatar Sprite
« on: December 18, 2013, 04:41:17 am »
I know you are feeling done with this so I hope you don't mind my throwing in my two cents, anyway.

As it stands, I want to title this Dispassionate Cherub Bodybuilder Flexes While Floating Awkwardly

The thing that gets me the most is the dispassionate look in his face.  Flexing like this, I feel like either he should be showing some seriousness/strain/concentration in his face or he should be giving a cheeky smirk and a wink.  It's fine that he's not engaging the viewer with his gaze; he could be thought of as engaging another character or, as a forum avatar, looking at a post... but that fact that he's not engaging the viewer seems to make him feel extra dispassionate.

You mentioned to Night that you don't want him to be a hulk but Night's edit wasn't that much bulkier than yours.  I feel that the width of his chest and abdomen, combined with the high-contrast shading down his stomach and sides, make it seem like he has a thick, bulky, upper-body that goes away from your sketch and your desire to draw a "skinny" but "defined" character.  The little bit of wing visible under his right arm in the latest edit is easily confused as being a deltoid or something, adding further bulk to the character.

I also felt that the posing of his left arm feels weird.  I understand you are trying to show him flexing his triceps but it looks more like he's flexing his bicep while resting his forearm on the arm of an invisible chair.  I feel like the arm should be more straight-up-and-down and did a google search to find references.  I like these two images; the guy seems to have the kind of build you stated you wanted to depict:
Largely facing front, flexing triceps
Turned a little to the side, flexing triceps

Lastly, I want to second the comments about his legs.  It feels really awkward, to me, for him to be like that, regardless of he is standing or floating.  It's weird to me that his legs are apart like they are, it's weird to me that he his feet are so strongly turned in towards each-other.  It doesn't feel like part of his "flexing" pose and it gives him this awkard backwards imbalance.

I tried making something of an edit but I just can't pixel at this level of detail - you did a great job with anti-aliasing and showing detail and muscle definition.  I'm afraid I didn't care for my results - I'm not terribly good anyway - and I'm also short on time.

Hope some of this is helpful.

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Pixel Art / Re: Warhammer 40k - Side Scroller
« on: November 07, 2013, 09:37:05 pm »
I also found the details you had included in the sprite to be difficult to read.  On my monitor, I actually just saw it as a solid-blue sprite with only the white star, gold band, and brown gun as other details.  It wasn't until I zoomed in that I saw there were highlights and details to the blue armor.  dpixel's edit adds detail and the increased contrast makes it more readable.

The animations are looking fairly good.  I don't know much about it but I wonder if the shooting animation is correct for this type of weapon.  It feels more appropriate for some type of single-shot gun.  There are sure to be references available online.

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Pixel Art / Re: Fighting game character Help.
« on: October 18, 2013, 03:24:40 am »
One of the things I noticed was that he looks a little too buff for the character.  His upper arms are too thick, his chest too wide, and his shoulders too broad.  I wondered if the character had changed or aged in D2, but, finding reference images from the game, I would say he hasn't.  Wolfenoctis' edit addresses these issues but also makes the character taller, which might be wrong for the style you are going for.  I have the feeling you are aiming for something close to the style of Street Fighter Alpha.

I had thought that the hair and the scarf around his neck might look better with better-defined colours or outlines and Wolf's edit does a very good job of that.  If you are going for something of a Street Fighter Alpha style, you might want something in-between your original and Wolf's edit regarding to the level of contrast used in shading and outlining the hair and scarf.

Another thing I initially wondered was whether or not his facial features could be more dramatic and expressive and I feel Wolf did a great job with that.

I like how Wolf pixeled the belt and belt-buckle.  It is much more readable and, at this larger size, is closer to the character reference.

The gloves, pants, and shoes in your sprite are all closer to the artwork for the character than what Wolf presented in his edit but I feel all of these could use work.  You've added little single-pixel dots on the gloves but I feel they don't really work to show the detail.  Note also that, when crossing your arms, the dominant hand gets tucked in under the opposite arm while the non-dominant hand rests atop the upper arm of the dominant hand; I feel this isn't shown in either your sprite or Wolf's edit.  The feet look oddly positioned to me and the shoes look small, like slippers, when I think they should be thicker, more boot-like, and more cartoony.  The pants are missing the interesting little tags from the character in the game.

An edit, thinning the arms, drawing out a hand, detailing the glove, reducing muscle definition in the chest and arm, thinning the legs, adding a detail to the pantleg, and detailing the shoes.


References found at:
http://www.creativeuncut.com/gallery-25/dd2-laharl.html
http://www.spriters-resource.com/other_systems/disgaead2/sheet/53860/

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