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Messages - Facet
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21
Pixel Art Feature Chest / Re: Light Cavalry
« on: October 05, 2014, 09:35:13 pm »
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@Facet:
Now I am really interested, why you think Nights pose is actually more dynamic.
Also the way the gun is held in Nights sketch doesn't make any sense at all.
I am restricted on really active figure poses, because if I will use them later in a chatbox, you can imagine what happens.
And yeah, Of course I am acting in the poses.
The groups of muscles usually get more natural once soft gradients are applied. If we jus thave clear cut big clusters it always looks technical, but as stated: won't be visible at all. The most important thing is for me to find the anchor points for the clothes.
You could be reminded of Hogarth because of the overall proportions - I am going for idealized ones, not realistic ones.

er… I actually didn't mean to say specifically that either Night’s or Tim’s suggestions were more dynamic/correct or whatever; just affirming more broadly the idea that the long process you've gone through to get to that stage doesn't seem to be solving/refining a lot of the issues you might hope it to and instead is producing quite a bit of extraneous fiddly stuff (loads of full outlines and bones and muscles etc.) when the important stuff is pretty streamlined lines and masses.   

The latest looks better but I'm too tired to analyse.

22
Pixel Art Feature Chest / Re: Castle of the Winds
« on: October 05, 2014, 08:31:51 pm »
Totally metal! I may in go for a bat plague, I wish I could do snake-projectiles too but perhaps the in-game counterpart (the nuclear tadpole-looking 'magic arrow') is too characteristic to mess much with, dunno. Do like.

My original impulse was to keep a dark background for the contrast and creepy dungeon monsters but I found getting the limited skin tones to look anything like natural under ambient sort-of light was pretty tough, so I tried the in-game sprite/dungeon palettes and kinda liked it.

Are the arms across the chests an issue? I don't see the cutting and I'm not sure what of importance that they could be obscuring (one very historically accurate viking sports bra?). I find the extreme foreshortened alternatives a bit harder to read/a less interesting silhouette anyway.

Don't really understand the yellow-washing of the figures: better contrast?

I guess it's hard to say without playing the game but I'd really like opinions on the appropriateness (or otherwise) to the game this feels while I'm thinking about trying other things.

23
Pixel Art Feature Chest / Re: Light Cavalry
« on: October 05, 2014, 07:49:26 pm »
Agree with Night & Tim; the pose you chose is rather stiff and affected for something you've worked at and iterated so much (are you holding these poses yourself?). I actually find the doll construction thing a bit confusing for myself; quite hard to empathise/imagine yourself in the place of a weird box-doll. It does seem like a bit like you’re prioritising individual boxes/muscles and stuff and getting lost a bit at the cost of balance and a sense of the whole; you might try sketching a full body coffin-box (I sometimes prefer a cylinder) and then carving into that, finding important lines of action, or just free-handing with a scale of ellipses to reference for more organic stuff.

I get quite a Burne Hogarth feel from your figures, particularly the older stuff; his ‘dynamic figure drawing’ is pretty popular but advocates some pretty odd-looking stuff at times (kinda like those big naked white guys from Prometheus). I guess my point is to try and downplay some of the compartmentalisation of muscles and stuff that you seem to tend towards and draw more from life if you can.

24
Pixel Art Feature Chest / Re: Heavy Infantry
« on: October 05, 2014, 07:37:28 pm »
Hey thanks! It’s nice to be back and about, I’m trying to find an excuse to work on some pixels.

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Regarding to the design choices:
Like in reality, not everything has to be out of the same period of time.
This armor design has it's own past.
The crude industrial stuff is left from thr original period as they were designed the first time.
The adjusted elements are out of the modern period and featuring the style which is currently "in" in the world.

Yeah, the intention of a novel history and ‘long tail’ technology can be really cool but is definitely a bit trickier to communicate; dude doesn't particularly appear retro-fitted or cobbled together (to me anyway); more off-the-assembly-line premium Verne-tech™ with some unaccountable decor. Again though, it works fine but design talk is good practice and interesting to me.

25
Pixel Art Feature Chest / Re: Heavy Infantry
« on: October 05, 2014, 03:15:50 pm »
The quality of these is really something special, and these are just in-game talking heads?
The girl looks much improved over the previous too.   

I see you’re done and I can’t argue with that, couple design issues that jumped out at me though:

Anachronism aside, the sorta ornate, hand crafted, medieval-looking leggings/boots look kinda strange (even delicate!) next to the really brutal industrial cog-pauldrens and riot shield stuff up top. Actually I think this was more apparent in the sketches; the shared material rendering pulls it together quite well, but it’s an odd design choice.

I’m no expert but it looks more like a diesel exhaust pipe and I he’s intended as steam powered? I think the hot steam could be a hazard so it’s usually funnelled up and away instead of diffusing all around through a perforated heat sink. Will anyone care: no.

The shield forms a tangent with the back thigh; it sort of ‘webs’ the legs, muddies the silhouette a little. (Back leg looks alright to me btw; nice bit of movement).

26
Pixel Art Feature Chest / Re: [WIP] Improving my spooky ghost
« on: October 05, 2014, 03:01:56 pm »
I like the idea, I might have guessed zombie the demoniacally possessed though; are ghosts not usually a bit more incorporeal? You see through ‘em a bit, not really affected by scene lighting etc. Probably there’s many and varied kinds of ghosts but I had a go at the translucent effect using the fog idea you had which I rather liked; it might be easier to sell with more/more colourful background stuff though.

I changed the angle of the lamp to a bit more straight on 'cos it was a bit hard to place in space; seemed like it might have been over the brow of a hill and so not have been casting so much light into the foreground, probably should have raised it up a bit too I guess.

I also second the love for those gnarly 1-bit bushes you had going before, anyhow stick at it!



27
Pixel Art Feature Chest / Re: Castle of the Winds
« on: October 04, 2014, 05:56:22 pm »
er... picking this back up:


Fixed - Crow :p

I felt like a bigger, showier piece might make the whole bunch a bit more interesting/accessible to more people, myself included.

I was actually intending to go for something a bit more dramatic; stencil-black shadows, mid-action, deep perspective, lightning bolts etc... but this was the first thing I sketched and I considered that maybe the kinda dorky pastiche, graph-paper thing is a better fit, idk; any thoughts welcome. I may well sketch up some other directions also.

edit - forgot to include the original. Title & sub are separate images on a black bg, and they're both pretty strange dimensions (441x230?). I just took the full height and narrowest width but I guess that would take some tinkering if I actually attempted to re-inject this stuff.



edit edit - this is the titlescreen btw!

Also: I realise the original font is oddly gothic, so I’ll probably be switching that out along with a few of the other elements borrowed from more generic high fantasy archetypes as I get to them. I think it’d be nice to play with some more consistently Norse alternatives to the usual tropes.

I have worked on the character sprites & a few other things, which I'll sort out sometime later. Just about every other component is a piece of piss compared with the animated monster thing I set myself so I might make better progress this time.

ta, Crow!

28
Pixel Art / Re: [WIP] Another portrait (nudity)
« on: February 19, 2014, 02:28:18 am »
So I decided to follow up to Facet’s advice and go back to drawing from life. I have some serious shortcomings when it comes to create stuff so practice will do me a world of good.

I feel like I have to clear up that this is actually what I was trying to advise against (in a previous thread) for a couple of major reasons, them being: this isn’t from life(?) and detailing, making alterations to existing work surely can’t help with process? I might’ve jumped the gun talking about constructive stuff there anyway ‘cos it’s dependent on observational stuff that you are working on.

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I want the final version to be super realistic.
     
A few people have asked why you wouldn't just trace some of this kind of stuff if you’re not really aiming at much interpretation; a lot of the crit you've received (like just now) is via direct comparison/sampling/overlay and really you shouldn't need a lot of that done on your behalf; the source is the solution.

You’ve deflected tracing as being ‘cheating’, but what skill is it that you’re cheating yourself out of? It’s basically shape recognition; learning to see past semiotic value (what you know the image to represent) and instead as the pattern of coloured shapes that it is.

Putting the right patch of colour in the right place is clearly a lot harder than it sounds but rationalising like that (along with working big to small), might allow you to stop getting hung up throughout on very specific and situational problems like the following:

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On my picture, the distance of her but to the side of the canvas is about right. If you look at the reference picture, you’ll see the extremity of the butt is more or less aligned with the left shoulder. On my picture though, the shoulder is really far from the side of the canvas. Why is that?

All the answers to those kinds of issues lie in measuring and comparison whether it’s physically doing so or conceptually (by eye), and actually this isn't the kind of stuff that benefits much from a lot of forum nit-picking to achieve some polished work if the goal is to build skill; it’s a case of personal study and a lot of repetition.

29
2D & 3D / Re: Gameboy Pixel Model
« on: February 10, 2014, 08:36:33 pm »
I think maybe the title 'gameboy pixel' is referring to a deliberately square 'pixel shaped' machine; if you're looking right at the original to ref everything else it seems like an unusual oversight to make.

30
Pixel Art Feature Chest / Re: First Pixel art. (Need direction)
« on: February 10, 2014, 12:22:14 am »
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I hope you feel i am taking to heart all that you have to say ^^
Absolutely! You've addressed everything brought up even if it wasn't what you might have set out to discuss :y:.

Losing feeling & the magic of suggestion when you’re cleaning up is a perennial problem but my working preference is to clean up only when absolutely necessary :lol:. I just typed out a bunch on linework and method versus insight in a neighbouring thread, so that may be sorta the same stuff you're thinking about.

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