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Messages - Joel
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Pixel Art Feature Chest / Re: Xochiquetzal (NUDITY)
« on: December 21, 2009, 12:41:42 am »
Very very quick paint-over of the chest area:

What you have at the moment, is very peculiar looking.

Also the face could be a bit more fem, at the moment looks like the scary man from Blade Runner. Though the hair will help this a lot, so maybe leave tweaking the face till later.

Are you intentionally going for the three fingers thing?  It looks quite strange on a more 'realistic' piece.

Keep up the good work!  Look forward to seeing this piece get fleshed out, so to speak  : )

This is what I was going to point out, great edit. The breasts looked like flabby separated pectoral muscles. You really need to get that illusion of roundness and globe-likeness on the underside of the breast, it really eradicates flatness or the silicone look. Nipple position is also very important.

Pixel Art / Re: [WIP] Hunter girl
« on: December 10, 2009, 01:12:46 am »
The arms are still too short, or at least they are giving that feeling because foreshortening is not apparent.
Have you used a reference? I'm sure you could find one of a woman holding some sort of object/staff that can give you a good visual reference for the arms.

Pixel Art / Re: Road/Sidewalk Tiles.
« on: December 10, 2009, 01:08:25 am »
The texture on the footpath is not clear at all. It could benefit from higher contrast. This could be done by cutting colours (yes), and bigger jumps in light/dark. If you put this in an editing program and increased contrast, you would lose colours any way as it gains contrast and loses the less important shades.

Pixel Art Feature Chest / Re: [WIP] The Yeti project
« on: August 07, 2009, 09:48:07 am »
I might just add that I think the chest is too puffed out. Does the yeti bench 2 tonnes? The ref. posted by xhunterko looks realistic because you can see the chest and the belly hangs out, it's not like the lower chest/sternum is puffed out like a gigantor muscle. Try to imagine the latest sprite posted by the OP and imagine the yeti is standing up. His chest would come out unproportionally like a large pair of breasts, not like a big beast's muscly chest. Does anyone else see this??

Pixel Art / Re: [WIP] Where the Wild Things Are Progress
« on: August 03, 2009, 08:47:30 am »
It appears you chibi-fied these creatures, scaling them down but not the boy sitting on top of the right one. Was this intentional?

Pixel Art / Re: A Green Guy.
« on: July 20, 2009, 09:35:36 pm »
It's a slight improvement but you've still got those core issues which will continue to throw it off whatever you do - look at how his shoulders/collar bone are positioned in relation to his chest and torso.

See how his right shoulder moves back behind his chest? This is more toward what you want. As for the vertical position on his shoulders in that pic, his left arm is dropped and right arm moved up by his hand placed on the waistband of his jeans, so it's not quite as relevant for the uneven shoulder heights. But for the foreshortening, or not even really foreshortening, just perspective and slight depth/angle, this is what you should be aiming for.

Your green guy's left pec looks stretched from center chest over to his side leading toward the shoulder, fairly correctly, but the right pec is squeezed up to half the size going to a shoulder which is like hunched over and out infront of the body.

Pixel Art / Re: A Green Guy.
« on: July 20, 2009, 01:02:48 am »
It appears you want to give a slight turn in the view for the character. That's fine. The problem is you are trying to foreshorten the further part of him, but the perspective as a whole is not deep enough to warrant foreshortening. So his right arm looks short, where it should be the same length as his left arm unless there was some serious depth going on in the image, which at this point there really isn't (and shouldn't be unless it's an extreme angle/perspective). Also, his right shoulder appears to be very dominant with the deltoid muscles, making him look like he's doing an awkward shrug of the right shoulder. Bicep seems a little big on the right side as well.

If you want to give it that little bit of depth, the right shoulder needs to be moved back further. There's conflicting perspective/anatomy problems, even if it is exagerrated anatomy if you want it to look believable and not just out of whack, you'll need to fix this issue. The legs look fairly fine in their size/shape. The right arm really needs to be lengthened a bit to the same length as the left arm.

Pixel Art / Re: Black Feathers Crow Corvus
« on: July 20, 2009, 12:55:38 am »
Serious contrast fixing and it should look really nice. The shades are so close together it looks blurry, it will really stand out more and become a focal point as a character if there's higher contrast between shades and darkened outlines, even if you don't want black outlines they really should be considerably darker than the rest of the character. Makes it more readable.

No problems, I don't personally do a lot of pixel anymore except for the occasional spriting for making little games in MMF, but as a traditional artist I'm constantly working on anatomy and bettering myself. Nice to share some of the knowledge for the greater good :P

As for shading, I just had a quick thought and you may be able to be steered in the right direction looking at Zangief from Street Fighter.

An excellent example of a muscly dude, both a NPA piece and a sprite I've posted just from Google Images. He's pretty gargantuan, though his form is fairly proportional and not distorted to the point of feeling he is a scientific experiment but definately a good place to start and learn from.

My apologies for blowing up your pixels and blurring them. Just did a quick resize in Photoshop so I could draw on them.

Arm: Currently the silhouette says to me extremely oversized deltoid (shoulder) muscles in comparison to anything else, seems to be no elbow joint and biceps and triceps are just stretched along either side of the arm. Without the elbow or notion of a joint, it looks like one continuous bone would run through the arm, just straight into the gun and I guess the gun has been built onto the end of the arm at an angle. I have outlined in red what seems more appropriate, perhaps the gun could be moved more along the forearm to accomodate for joint use. Elbow is fairly essential for the finished version to have realism.

Body: Did a quick sketch over the body of what I think I see right now and just an arm to better see the placement. The behemoth has no neck, but that's not so bad as with traps that big they would take over the neck anyway, especially when the head is bobbed down. Chest could be pushed out a little more. Back/lats aren't that big of an issue at a side on view theres not much you need to do for those. The abdominal muscles are squished as hell, but when we mutate like this they matter very little anyway. You did a good silhouette of the legs but if you want it to look really behemoth and mutated, you could shrink those to make the upper body look MASSIVE. Cause proportionately, the legs balance it out too much and if he stood up straight, he'd just looked like a ripped as giant rather than mutated and you know, like WIERDLY muscular. Like he developed muscles that don't normally exist with all these steroids and special treatments and scientific tests.

I hope this helps, I tried to share a bit of my knowledge but again I understand it's very hard to just pull this shit out of nowhere and make these improvements without doing the years of research/sketching/etc on muscles/anatomy. And even then, I don't know it that well. You did make good effort and improvement of the behemoth shape between your last post and the post before it though, so well done  :D

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