Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jtfjtfjtf
Pages: [1] 2

Pixel Art / Re: Sniper
« on: October 17, 2014, 05:52:41 pm »
I kind of like the hooded look better, he felt more mysterious. Just my personal preference.

Pixel Art Feature Chest / Re: Light Cavalry
« on: October 14, 2014, 07:40:37 pm »
Did you decide to go with the smirk for the final piece?

Aside from melee attacks with his sword, it looks like all this guy can do is fire one single harpoon.
What will this really accomplish on the battle field?

Goodbye AT-ATs!

I also agree about the left shoulder. The jacket sleeve to shoulder assembly looks like it's tailored out of 1 piece. I think defining the seam line would help.

Don't worry about the limbs being thin. In the mannikin frame they're simplified versions of the bones. The cape is a simplified version of the upper body muscles over the rib cage. Loomis' methodology is pretty logical building the parts up.

I second getting Andrew Loomis' book Figure Drawing. His other books are good too.

Pixel Art Feature Chest / Re: Light Cavalry
« on: October 06, 2014, 12:09:52 pm »
I did an edit trying to get more attitude. Emphasized the contrapposto-ness for the silhouette with the shoulder line and the side curves. I think if his mouth is exposed a smirk could convey arrogance/haughtiness.

Pixel Art Feature Chest / Re: Light Cavalry
« on: October 06, 2014, 09:34:42 am »
I feel the new pose is awkward because now he's holding the gun over his sloping down shoulder which would be uncomfortable. With the sloping up shoulder the crook between the neck and the shoulder can cradle the gun.

Pixel Art Feature Chest / Re: Light Cavalry
« on: October 05, 2014, 10:36:58 pm »
The pose reminds me of the Doryphoros of Polykeitos with the contrapposto, back leg lifting off the ground, and the piece resting on the shoulder, just with everything flipped. I think if you want more "attitude" with the pose you can try emphasizing the contrapposto, such as dipping his left shoulder more and having the straight leg lock more at the knee. Night's anatomy picture shows a good shoulder dip.

Pixel Art Feature Chest / Re: Heavy Infantry
« on: October 03, 2014, 12:31:14 pm »
The center of mass should be a stable triangle if the figure is in a static pose.
As soon as we have an action pose or an about-to pose the center of gravity shifts and this rule doesn't count any more.
A walk is only possible because we shift weight and go through a sequence of controlled falls.
If we apply this "rule" you pointed out everywhere, it commonly leads to static images and here I have planned a bit more action in right from the beginning, without knowing how good it would work.
I think it looks a lot more dynamic and interesting than the crow. Maybe I should go back to a really dynamic standing pose, like one Creya has with the next figure, because that seems to work.

I think with both feet being somewhat flat on the ground in the picture and the heavy armor and shield it looks like he has the motions of taking a step and stabilizing, taking another step and stabilizing. And the snapshot of that movement is in the stabilizing frame, so that makes me think of his weight and position having to be stable more than thinking he exists in dynamic motion. Of course it's possible he's really quick because he has those hip wheel treads and he's mid run or jog but with that I think going even more dynamic like emphasizing lifting the back foot, adding more bend to the knees/ankles, having the shield held higher for more protection because he's running into an action zone, or even adding a smoke trail from his exhausts which are connected to the engine that powers the treads would help. Especially since the center line can't be stretched/broken with the set-in place armor and helmet. I certainly like that you decided to do more of an action shot for this one and i'm really looking forward to the next piece in the series.

Pixel Art Feature Chest / Re: Heavy Infantry
« on: October 03, 2014, 04:57:25 am »
fixed that a little bit. The left vanishing point also was moved a bit more to the right since the first pencil version. Regarding the grid it looks somewhat ok, the legs could be spread wider but also would cause problems with pixel perfec tlines then, I am a bit limited on snapped angles.

I'm not sure about the terminology of the pixel perfect lines and snapped angles, that's new to me. I suppose it boils down to artistic liberty.
For future reference one easy way to find weight without full perspective is just to draw a line from the center mass straight down. The support elements, in this case the legs, should be pretty much equal distances from that point. With the piece it's right behind the left foot, making it too close to that foot and too far from the right foot. The whole weight being off just seems incongruous with the awesome meticulous level of reality based accuracy for everything else.

Pixel Art Feature Chest / Re: Heavy Infantry
« on: October 02, 2014, 06:06:31 am »
Really great rendering as usual. I do think the weight of the figure is still off. The left leg is occupying space on the same plane as the right side of the body while the left side mass is beyond that. Nothing is supporting the left side of the body. Additionally the big metal shield is pushing the overall center of gravity to the left.

I put your new picture over your perspective guidelines with the "chin" at the vanishing point like your original.

Pages: [1] 2