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Messages - Bissle
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Pixel Art Feature Chest / Re: [WIP] Battle Sprite(s):Wangsta Chick
« on: July 03, 2012, 03:16:57 am »
I didn't want to post again until I had made some progress... and then decided that's gonna take too long and posted anyway.

@Grimsame: Thank you for addressing the recurring problem I have with limbs. As far as her outfit, I guess I should explain what I'm doing. Ultimately, this lady is a parody of this character from the 90s RPG Xenogears--a soldier(!!) who walks around in a minidress with slits on the side and pantyhose (really, Square?)--as a gangsta rapper. Women wearing sport jerseys as dresses, or "jersey dresses" (fortunately for the design, unfortunately for my eyes back in the day) was a style in hip hop circles about 10 years ago. Giving her leggings is something I would do otherwise, but it would take away from what I'm going for. I actually tried to lengthen the jersey dress itself, but it ended up leaving so much empty space, I'd either have to  lengthen the medallion (which I ended up doing anyway to a lesser extent), or add more "pizazz"to the jersey itself, which I don't want to do for a lot of reasons. And the no-pants look makes her look more trashy, which is a plus.   :crazy:

@PixelPiledriver: Really, really helpful; when I get to animation, I will use that as a reference! I could see what you did actually working as a tutorial *hint* *hint*.

Despite it not really showing, I've been driving myself crazy trying to work on this. I eventually gave up trying to modify the pose as it was, so I went ahead and widened her stance, which hopefully makes balance less of an issue; I'm hoping it's not another bow-legged mess like that old sprite Grimsane pointed out. I added more definition to her legs. Reduced color count from 47 to somewhere in the mid-30s. Did away with a lot of the excessive selout. Did some tentative work on the arms to make them look more natural. Changed the facial expression from "look at me, I'm all hardcore!!"  to something I hope comes off as something between high and smug. In the process of making footwear leather zip-up boots like in the concept art.

Now I can sleep! Yes...! ... yes!

Pixel Art / Re: random pixel doodles
« on: July 02, 2012, 12:47:09 pm »
Oh no no no, to the contrary--considering the atrocities a lot of artists do to women's bodies, it's refreshing to see someone even remember that men are not flat as board down there.  ;)

Looks like I mixed up the different versions. Sorry about that. Well in any case I do look forward to the final results.

Pixel Art / Re: random pixel doodles
« on: July 02, 2012, 10:55:21 am »
Wow! Great rendering on that troll. And a man who actually looks like he actually has something between his legs--what a novelty!  :lol:

There's something about the hips... they are very wide and round compared to what would be normally found on a man of his musculature. The bottom abs also seem overly defined, making his obliques(?) look more like his Apollo's belt, giving the impression of low-rise jeans. His right arm look sinewy compared to his left, and the head looks dislocated rather than lowered. The one with the troll facing left looks a little better in that regard.

Based on the hips being even more prominent in the rightmost one (cyangmou's edit?), you may be going for a female character now, but even so, I tried my hand at an edit (based on the one with the sword and shield).

Most of what I mentioned is not evident in the original sketch, so more than likely it's just a matter of it not translating as well to pixel form without some extra work. Personally I prefer the male troll, but either way I'd like to see what you end up with. ;)

Pixel Art / Re: fruity shading experiments
« on: June 30, 2012, 05:44:02 pm »
Whenever you get more time, could you take a pic of the plums in your backyard? They sound interesting. Looking forward to more progress on this. :)

Pixel Art Feature Chest / Re: [WIP] Battle Sprite(s):Wangsta Chick
« on: June 30, 2012, 05:41:02 pm »
I hate that it got to the point where you had to edit the sprite for me to understand, but I appreciate it beyond words. In addition to being more balanced your pose is more pleasing to the eye than mine. Her arms are supposed to be partially stretched out, and none of my attempts really make it look that way at all. Time to dust off the sketchbook and do some heavy referencing before I continue.  Those big hands and stubby fingers are going to a nightmare to get right!

Pixel Art / Re: Pixel Portrait C&C needed
« on: June 30, 2012, 02:39:48 pm »

A few things:
  • The rendering of the facial features (the forehead, chin, side of the face) is pillow-shaded. Pillow-shading ends up making whatever you draw look plastic and unnatural. Every highlight doesn't need to perfectly outlined by a darker color. A more subtle way to do that would be anti-aliasing, but if you choose good enough colors, even that can be minimized unless you are really aiming for perfect smoothness.
  • There were some small anatomy issues. His left eye was smaller than his right and the distance between his eyes is much greater than average (normally one eye width, but in this case, it was almost two).
  • Because of the deal with the eyes, his nose ended up being crooked.
  • The face was too perfectly round for me.
  • While I didn't change them, the ears are too small--as a general rule, ears are from the brow line to the bottom of the nose.
  • Something about the neck... it looks like it's too thick, but not really. Shading will make it look less so anyway; not a problem. I tried working on it myself, but by the time I got to the isolated pic, I just erased it.

I didn't render it as much as I could because I'm not sure what kind of character you wanted. Of course, those bits about anatomy are just general guidelines--if you want to draw someone with small ears and eyes that are far apart, if anything it could give the character more individuality. Just make sure to know the rules before you break them. ;)

In any case, not a bad start. My edit has problems of its own, but I hope it helps, especially with proportions. It was fun messing around with it, and I hope to see an update if you decide to continue working on it.

Pixel Art / Re: Slouching Mario - WIP, C+C
« on: June 29, 2012, 12:51:05 pm »

The orange doesn't look bad to me. I like the liberties you took with his regular design. ;)

Right now, his belly looks like it sticks out at a near right angle--if viewed from the side, it would look cubical rather than roundish. If you want to emphasize a slouchy belly, you could go for something along the line of Grimsane's edit, or something like one of these:


If you want to deemphasize the belly, you could get away with no shading at all like in ptoing's first edit.

Pixel Art / Re: fruity shading experiments
« on: June 28, 2012, 12:11:00 pm »
The plum is much better. It's shaped more like the sketch and real plums. The shading towards the bottom center looks like something is sticking out inside of curving inward.

Sorry for not being clear; I was referring to the cherries, though looking at them now, I don't see whatever I saw before. The difference in the lemon is not very noticeable; maybe add more contrast.

Keep it up!  :y:

Pixel Art / Re: fruity shading experiments
« on: June 27, 2012, 02:02:47 pm »
All around wonderfully rendered; very realistic looking. The area on top where the stalk would be on the plum has a very odd shape; it looks bruised. The shape of the plum in general seems rather squished. Also, I've been looking at the reference pic and pics of real plums, and the upper right side has shading that implies multiple grooves, more like a squash or a pumpkin than a plum, which might at most have one groove along the center.

The lemon looks good, though I agree with Mr. Fahrenheit that the texture is not as discernible as it could be due to the coloring of the pores. The kumquat looks great, as do the cherries, although the shape could use a little work, too.

This is a pretty great exercise; never thought about applying the classic fruit study to pixel art!

Pixel Art / Re: First Portrait Evaaaar- Could use some help
« on: June 26, 2012, 11:43:59 pm »
I have to agree with Grimsane that the shading of the forehead is subpar compared to the rest. The asymmetry of the nostrils is only very noticeable to me if I zoom the pic, but at normal view I wouldn't call it problematic. Actually I think it could be fixed by moving on the left (his right) one pixel over to the left.

Whaddya know, the shadow of the glasses actually does add depth to the piece. Good call!

The shading of the cheeks kinds of make his head look slighty tilted where it was head on before. Alternatively, it makes him look like one side of his face is thin/angular and the other side round.  I say dial back on the shadow on the right side and shape it to match the left side based on that great guide Grimsane made.

You definitely have reason to be happy with what you've got now. Whether you consider this finished or not, great improvement.  I hope you'll be able to apply what you've learned to future works! :y:

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