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Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 04:52:08 pm »
I did actually but it was implied rather than directly pointed to.
To clarify and go further:
The legs look out of perspective, they are stiff and flat as opposed to every other portion which has some rounded angled approach. It's certainly ok to have long lengths of metal that aren't angled if they are indeed flat like that, but both within the context of the image itself and for the sake of ambulation the legs of your robot need to have more variance to form and shape.
There are no visible joints. At first glance it seems to stand stiff on these legs and wouldn't be able to move them. Hip and knee joints would improve this. There is also no clear ankle/foot definition which would help as well, though on the forward facing angle those might be harder to define.
From a realism standpoint the legs seem too long and skinny to be able to support the thick upper body and overall weight of the machine. It needs some way to balance itself through both ambulation and any sort of action and combat it would conduct. Shorten them some, thicken them up, and give them joints.
The inconsistency in shading style between the upper body/arms and the legs and head stand out really poignantly. If you can manage to bring them together so they don't feel like they are created differently it will bring some cohesion to the piece as well.
To clarify and go further:
The legs look out of perspective, they are stiff and flat as opposed to every other portion which has some rounded angled approach. It's certainly ok to have long lengths of metal that aren't angled if they are indeed flat like that, but both within the context of the image itself and for the sake of ambulation the legs of your robot need to have more variance to form and shape.
There are no visible joints. At first glance it seems to stand stiff on these legs and wouldn't be able to move them. Hip and knee joints would improve this. There is also no clear ankle/foot definition which would help as well, though on the forward facing angle those might be harder to define.
From a realism standpoint the legs seem too long and skinny to be able to support the thick upper body and overall weight of the machine. It needs some way to balance itself through both ambulation and any sort of action and combat it would conduct. Shorten them some, thicken them up, and give them joints.
The inconsistency in shading style between the upper body/arms and the legs and head stand out really poignantly. If you can manage to bring them together so they don't feel like they are created differently it will bring some cohesion to the piece as well.