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Messages - Kcilc
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31
Pixel Art / Re: punchy punch robot fun
« on: April 20, 2012, 06:40:09 am »
I think you need some buildup! Some anticipation!



I apologize for the sloppiness. I'm really tired and was just going to go to bed. I hope that you can take something from this!

32
Pixel Art Feature Chest / Re: [WIP][Nudity] Another Werewolf
« on: February 22, 2012, 05:11:35 pm »
I actually like the new contrast. It makes it say night a whole lot more.

Here's an edit where I tried to address the femininity of your beautiful werewolf. I really liked how you did her breasts in the first picture, and I think you should hale back to that. I also think you could use her muscles to accentuate her physiology instead of diminish it just by building up different muscles. My anatomy got kinda screwy, but I hope that it gives you some ideas!



All in all I think this is wonderful, and I love the concept.  ;D

33
Pixel Art / Re: [WIP] Lizard People
« on: February 09, 2012, 05:05:13 am »
I guess what first catches my eye about the flow is the fact that his bottom half looks ready to destroy, while the top half reads more as a strong sentinel guarding a precious stone. There isn't really a strong action line on your sprite right now, and it makes him feel a little bit static.

Here's a really rough illustration:

I'd either straighten out his legs to where they wouldn't be any further apart than the width of his chest, or hunch him over his spear more so that his chest is out past his hips. Just try to establish a really strong line that his entire body can follow.

34
Pixel Art / Re: Pinup girl help
« on: January 14, 2012, 05:42:09 pm »
I was really impressed with this.

Her torso is a little bit long perhaps, and she's sitting in a slightly uncomfortable position. Shifting the part of her torso above her hips backwards seemed to help both of these.



Her stomach and legs seemed a little bit muddy, like you were guessing while you were shading, so I think some more reference study could've helped with those. Also be very aware of how your legs are connected to your hips. It took me a long time to figure out how to get that connection to look right, but it's really simple. You just have to remember that the legs are connected to the outside of the pelvis, so the legs will hide it when they're bent like in your picture.

I also thought that your skin tones were just a bit too blue, so I saturated them more. I've also noticed that when you're working on a face that small, just take out the whites of her eyes completely, because they just add unneeded detail which in turn makes it really challenging to get it to look right.

I really like the way you handled her hair. It looks fabulous!

35
2D & 3D / Re: Official OT-Creativity Thread 2
« on: January 06, 2012, 11:30:38 pm »
http://img.photobucket.com/albums/v350/Daroge/GirlPolisj3.jpg

I finally decided to really play around with a tablet I got for Christmas, and I must say, tablets are awesome!

Now I need rest before I finish this picture... I'm very afraid of tackling the hair.

36
Pixel Art / Re: [wip][c&c] Girl with Crow
« on: December 27, 2011, 07:35:42 pm »
Here's an edit since I'm not usually the best at explaining with words: (you can ignore what I did with the background, I was just messing around)



You've got the right idea with the cloth, although I would say so the opposite of what you proposed. Don't increase the value range, decrease it. Too many values can make something look much much more flat than if you only used a few.

For the folds in the cloth, I'd say grab a sheet or something and wrap it around you to see how it interacts with your leg. The best way to learn how to draw something is to study how it actually looks. I think it would drape down between the legs and be more flat where the legs actually are because they would be touching the fabric. The most important thing to remember about folds in cloth is—where are the convergence points?

For this piece, the convergence points would be her hips. This is where all of the folds will converge and end because there will be something pulling it taut. We've got where the cloth should end now, but to actually do anything with that, you'll need to find a path for the cloth. I generally take about two or three main paths for the folds in my pieces because too many can make it look all muddy and not very good. By path I mean a kind of skeleton for your folds that just kind of tells you what this cloth is doing, and what places should be shaded or given highlights; the shadows and highlights depend completely on the lighting, material, and your own preferences.  You can determine the path of your folds by where the gravity is pulling, and where your convergence points are.

Here's a little visual; green is the paths, red is the convergence points:


Also, while I appreciate your sneaky covering, her breasts were a bit too high up on her body.  :-*




37
Archived Activities / Re: Secret Santa 2011 - Signup Thread
« on: November 12, 2011, 02:40:43 pm »
Count me in!

I like cats, foxes, owls, lush jungles or icy tundras, future...ism? animations, and the Firefly tv show.

38
Pixel Art / Re: Fireball impact
« on: October 23, 2011, 03:07:46 am »
Here ya go. I made a little edit for you.



Generally, if an animation looks like something slow, it'll look mostly the same fast.

I'd say the most important thing for you to do right now is really think about how your subject behaves in real life. Does real fire and smoke do what you have on that canvas? What would it actually do if you don't think you got it? The things I see are the smoke doesn't go up. It kinda just goes away from the main blast as though it was a pebble dropped into water. Another thing is that flames are very volatile, and they tend to make really fast explosive flashes.

I don't feel very coherent right now, so I might just be spewing crap, but I hope the edit can help.

39
Pixel Art Feature Chest / Re: WIP Punk FurryTail High
« on: August 14, 2011, 03:00:07 am »
Your anatomy is starting to get a little funky. I'd suggest mirroring your art and work on it backwards for a while every now and then to make sure you're actually seeing what you've drawn.

The thing that really pops out to me about your newest update is the absence of a pop. I look at your character, and she kinda just blends in with the background, and vise versa. There's not a clear "Hey, eyes! Look at me! I'm the important thing!" At the stage of your latest update, this is one of the more important things to get nailed down so that you don't have to rework it like crazy once it's all refined and pretty.

I took a ton of liberties with my edit, so forgive me.



Here are some of the more important things I changed?I played with the composition to try to make your character pop, I tried to balance the values (not the colors), I tried to clean up the anatomy, and I established a strong light source to add a little bit more visual interest.

Here's the first stage of my edit, mostly addressing the super duper important parts of the piece, and getting a good base to work from.

I identified the round thing in the back, the ledge, and the character as the meat of the image...the parts that I felt held everything together and made it all work. Notice that here I only used the brightest color on your character (ignore the couple stray white pixels on the round thing), and I did that to try to bring her more to the front so that she would attract the most attention, because while the wall and round thing are very important, they're the background and are mainly used just to seat the character, and provide a "world" where the character lives. I'll call your character ivy from now on.

The second stage diverges a little bit from my original goal.

At this stage I cleaned up Ivy just a little bit, to kind of reaffirm that that is where you need to be looking (and as general anatomy goes, what she should actually look like), with all of the craziness in the background that does little more than muck up the composition. This the place where I usually get really experimental, so I'll need to work on that. Notice that there is a whole lot more white. I felt the urge to make the light source super strong and bring the ledge more into the foreground since the random swirly details demand a more firm push towards Ivy. I'd call this stage a mistake since the extra details I added didn't actually do anything. They just sat on their lazy butts eating pizza and being pains.

The third stage is where I started reigning in the background, and got it to actually help frame Ivy.

With help from your piece I was able to come up with a more reasonable composition. I took the long branch looking part that's right above Ivy's head in your latest update, and built on that. This is really where the strong light source paid off in terms of visual interest. Notice that I used mostly light colors on the right, and mostly very dark colors to the left; while this does seem a little normal since well, y'know that's how it would work since the light source is coming from the right, and the shadow would be cast to the left, but notice where exactly I put the shadows. They don't really conform to how it would actually work in real life, and I didn't break the rules because I planned to break them; I put the shadows where, compositionally, they would make the most sense, and frame Ivy the best. It cuts most of the fat off of the background garbage, and (I hope) leaves your eyes knowing exactly where to go since there's a definite pop.

So, to recap, keep a strong composition throughout the entire creation. Try to keep the lights and darks that you established early on, and only use colors that are similar in value in those places. Like, in the shadows only ever use the three darkest shades, and in the more light parts, only use the three or four lightest shades. Keep your ramp in little "clusters" to avoid a big stew pot of confusing values; another thing is to identify only three or so super important parts of your piece that really need need to be there, and work those until you like them before moving on to the less important details; lastly, don't just add details for the sake of adding details. Try to make sure everything in your piece has a purpose?be it something that directs your eyes to the super duper important parts of the image, adds an extra level of immersion or depth to your piece, or whatever. Just try to make sure that no detail is there just to be there.

I hope I've helped you out in some way. You're awesome!

40
Pixel Art Feature Chest / Re: Lingerie? Really?
« on: June 12, 2011, 01:52:40 pm »


Clothes, and heh I noticed her eyes were completely too big when I opened them. Do the new ones work any better?

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