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Messages - Amorphous
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Pixel Art / Re: Back at it again after 6 years
« on: June 25, 2018, 12:56:10 am »
I remember loving all the stuff in your PJ gallery way back when -- glad you're getting back into it! :)

It looks pretty much solid as is; maybe someone with better foundational drawing skills than I have could come up with more substantial critiques, but for what it's worth, here's a messy edit with some stylistic ideas. Biggest thing I noticed is that you have a lot of unused real estate at this resolution to go crazy with details. Oh, also, something about the viewing angle of the rear leg feels off, like we're seeing too much of its underside. The palette is really fun!

2D & 3D / Re: [Digital Painting] "Life" Composition
« on: January 07, 2016, 12:10:28 am »
Friend, thanks a bunch for the reality check! I've been eyeballing this too much. Began fixing the boy's proportions, but I don't think they're quite there yet. Also, other stuff has changed, obviously.

2D & 3D / Re: [Digital Painting] "Life" Composition
« on: December 19, 2015, 03:47:52 pm »
Huzzah, thanks for the feedback, Boron!

I haven't made much progress because I've been away from the tablet, but I've been messing around some more. Changed the pose on the arm, but I think the point about foreshortening will still be useful as I refine. Scaled the daughter up some, messed with the sneaker even though now its more obscured, and still need to fix the key chain.

2D & 3D / Re: [Digital Painting] "Life" Composition
« on: December 11, 2015, 02:41:56 am »
Some progress, sort of! Really need to color the dad and daughter now, and make the whole scene more cohesive. Feedback appreciated!

2D & 3D / [Digital Painting] "Life" Composition
« on: November 29, 2015, 10:24:21 pm »
Hey everyone,

Some context: I've been working on a digital painting assignment that asks for a composition conveying the theme of "life," whether through a nostalgic childhood scene or a picture showing the passage of time, or what have you. I think I have the concept nailed down okay (apologies for the roughness), but I really want to push the realism in this piece. My main qualms in that regard are texture and anatomy. To elaborate on those points:

-I'm not satisfied with the texture in my last few (digital) paintings because I relied on the same default PS brush too much, to the point where everything looked like it was made of the same stuff. That said, I don't know where or how to begin when branching out with textures. Do I just grab any brush that "feels" right for the material and go with it?

-As far as anatomy, I feel like the man's shoulders don't connect to his body right, and I'm worried about proportions, too. Sometimes some body parts, like their heads, look way too big or small. (Which is why I should spend more time actually drawing people, ugh.)

Any thoughts would be much appreciated!

Edit 12/1/15: Small update. Experimenting with brushes/textures and color, and trying to fix some facial anatomy. Going to color the man and daughter eventually as well.

Pixel Art / Re: [C+C][WIP] Totally not Samus
« on: June 28, 2015, 05:12:43 am »
Hey! This is looking really cool. I agree with what BlackTerror has said, and I did a messy paint-over to throw in a few more thoughts:

It's late here, so I can't be super thorough, but the main thing I was thinking about was composition/visual-priority. Everything is pretty much uniform in brightness in the image's current state, which both reduces the depth and kind of leaves me wondering where my eye is supposed to focus, if you get what I'm saying -- not everything in a picture can have equal importance. So I added a bunch of contrast and tried spreading the pose out a bit more (might look a bit fly-swatted now) and messed around with a bunch of other things.

Sorry if that doesn't make any sense; I'm up too late and my brain is a bit fried. :ouch: Hope the edit helps a bit, and can't wait to see where this goes!

Pixel Art / Re: A to Z Game - C&C, working on tiles
« on: June 24, 2015, 04:21:40 am »
This is looking great, FRAWG! You deserve better critique than I can give, but whatever!

I made you a really messy edit on the first mockup (some of things apply to the the other mockup, others are less relevant). Here are the main points, as I see them:

-The floor has a really well-executed texture and is pretty distinctive, but my immediate thought is that I would stub my toe every five seconds if I were walking around in the room. Maybe try toning down the contrast between the highlight and shadow to decrease the perceived sticking-out of the boards? Some areas already do this really nicely, too, especially towards the left of the room. In case it's any help, here are a bunch of wood board references -- most are from Frogatto, plus a piece by Cyangmou:

-I used filters to play around with increasing the brightness and saturation and shifting the hue more towards red. This could be a stylistic choice, but I think your colors could do with a little more pop.

-The planes of the tables/shelves could use more contrast to add more form; they look a tiny bit flat right now.

I wish I could be more thorough, but that's all I've got for the moment. I hope this helps, and good luck with this whole project!

Pixel Art / Re: [WIP][C+C]The Modern Prometheus
« on: June 24, 2015, 02:10:04 am »
Thanks for the feedback, Black Terror and Decroded. ;D

Quote from: BlackTerror
If you look at hand-painted movie posters, they overlap forms constantly to create interesting compositions, but your heads are just floating dull and sterile in space. Those are not themes I would associate with Shelley's Frankenstein.
Quote from: Decroded
google "movie posters" and analyze the compositions

I was torn to hear this at first. I thought that the emptiness of the composition and the way the creature floated in the background conveyed the sense of dreariness and depression in Frankenstein and the looming, pervasive presence of the creature in the story, respectively, but y'all are probably right -- it looks weak and doesn't get the message accross properly. :blind:

I made two edits: the first keeps the basic pyramid formation of the heads but moves everything closer together, and the second experiments with the more complicated, overlapped compositions I saw in my google image searches. The latter is starting to grow on me; it looks more solid, though at the moment the creature is kind of growing out of the side of Victor's head (unintentional symbolism? :huh:). Also, I just did messy stretching of the word Prometheus for the moment to see how it affects things.


Pixel Art / Re: [WIP][C+C]The Modern Prometheus
« on: June 22, 2015, 08:37:06 pm »
Necro-post (sorry!) more than a year later . . .
. . . it's aliiiiiiive!

So I've made some progress and a lot of changes, and I feel pretty much done with the characters besides minor details, but the text is still pretty bad. I was thinking of trying to merge some Victorian script with ancient Greek lettering; obviously haven't had luck there yet. Thoughts and/or edits on the text or any other part of the image would be much appreciated!

Pixel Art / Re: [WIP][CC] Looking to Push My Characters
« on: June 16, 2015, 02:45:21 am »
Gonna echo what Fickludd said. Use dark outlines only when you absolutely need them to distinguish forms; otherwise they just take up precious space and increase clutter. Try using differences in value to do the same job.

I did some messy edits on the leftmost four sprites. Many of your colors were saturated shades of orange, which isn't bad in and of itself, but your palette could use more cooler blues and purples to add interest. Also, recycle colors throughout the sprites. There were several isolated clusters of colors that only appeared once, and you could either eliminate those color or come up with ways to reuse them in funky combinations.

Finally, consider giving yourself some breathing room in terms of your characters' proportions. You're trying to pack a lot of detail into small areas; it might be easier to just make them bigger -- for example, the heads on all of these guys are pretty small.

Hope that helps!

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