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Messages - fskn
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21
Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 08:54:24 pm »
IMO it looks much better, yes, and definitely much better than what you started with, good job!

Let's put them side by side for comparison's sake:


22
Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 08:08:51 pm »
Quick-ish edit to show how I would do it, how I see it, etc.
(that's over your second to last edit, spajjder)



Not super accurate on the shading, more trying to make things more apparent and readable to you.

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That's very Capcom-ish, isn't it? haha
Actually, it would be good for you to check out their sprites too, especially this one:
https://www.spriters-resource.com/resources/sheets/71/74176.png?updated=1460967574

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EDIT: Did you see the refs I posted on page 2?
https://pixelation.org/index.php?topic=66079.msg258288#msg258288

EDIT 2: NM, I think you did because you changed the leg muscle.

23
Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 07:36:13 pm »
You have supination (palm out facing towards your body "asking for soup")...
Man, that is one hell of a mnemonic! :lol:
I was just telling myself these days how I can never differentiate between supination and pronation. Now I just might!

24
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: May 24, 2021, 07:08:32 pm »
Is that red room in 3D too? It looks fantastic!

I'm thinking the stickers on the helmets look too big, dunno if it's just my impression.
And they may have been drawing too much attention to themselves. That could be either less contrasty or smaller, just to be more subdued.

But they look both cool and funny!

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Also, it looks like Maniac as been smoking something...

25
Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 06:53:48 pm »
So I looked at the 3d model.

If I look correctly, my whole arm is too high...
Since the colar bone are at the same level where the deltoid ends not where it starts...

Yep, exactly!

26
Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 05:27:31 pm »
The thing is that the deltoid should connect to the clavicle (in the front, and the top of the scapula in the back, going around the shoulder) at the side, not at the top. At the top there's bone showing up. So there should (IMHO) be a clear separation there at the collar bone.

You could see it like this too: The deltoid starts at the same height as the pecs. Not above.

Here are some references I gathered for you:
https://imgur.com/a/do23h7m

Also check out these models that you can spin around and study on Sketchfab:
https://sketchfab.com/3d-models/ecorche-male-musclenames-anatomy-33162ec759e04d2985dbbdf4ec908d66
https://sketchfab.com/3d-models/anatomy2-39d4ecb5f3cd4485b534405d7714d4a3



EDIT:
Okay, my turn on drawing the muscles on top of the monster.



So, on the arm, the deltoid goes over everything. Then comes the pecs, and then the mass of the brachioradialis and extensor carpis radialis longus on top of the brachialis and biceps brachii. The brachioradialis kind of connects with the tendons of the triceps on the back, apparently...
The biceps brachii sits on top of the brachialis muscle, which acts kind of like a cushion behind the biceps. It's not just that thin stripe there (in blue).



This is the part I was talking about that, I believe, needs a better, clearer separation.
BUT... This is pixel art we're talking about here, and because of the resolution some of that may not appear.
AND... Some of what I drew is my interpretation of your own drawing.

Now that i look at it, there's something funky going on with the leg too. That muscle that comes straight down at the front of the leg, the rectus femoris doesn't go down as much as a muscle.
Here's an illustration so that I can keep on being lazy and not draw it myself (also wouldn't be as accurate):



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Here's a couple more illustrations of that:






And one of the back of the torso, because why not:


27
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: May 24, 2021, 12:57:10 am »
Hmm, yeah... I don't think a slide fits, and I really didn't want to do that because I want to do something that looks more weighty (although, yeah, that jump is quite unlike someone that's heavy), but the judo roll fits it p-e-r-f-e-c-t-l-y. Thanks for the reference and for the lengthy reply!

I'll look into Unworthy a little better throughout the week!

28
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: May 24, 2021, 12:00:14 am »
Crouch > roll 1st pass:



I think I made him bigger in the inbetween frames...

29
Pixel Art / Re: Lizardman - please critique
« on: May 23, 2021, 09:24:45 pm »
Besides that, I think you should make the trapezius more obvious. The separation between it and the deltoid.

This part here, which funnily enough I have the perfect gif to illustrate:



Of course your monster does not need to be super duper fit, buuut...

30
Pixel Art / Re: Some characters
« on: May 23, 2021, 07:23:55 pm »
I can't quite figure out how to make the gesture of the 'berzerker' with axe and sword look more powerful and determined, rather than agile and sneaky. I'm trying to do THIS and not getting it right. Partially perspective, but there's probably something else that I'm missing.

https://i.imgur.com/4QDEn4S.png

I think most of it is in two things:
1) The shoulders
2) The low camera angle.

You can't lower the camera angle as you're doing like a roster of characters and so all of them have to be seen from the same camera angle... right? (I mean, you probably could put one of them in a pedestal or a throne or something up above the rest...)

But you could make the shoulders stronger and more prominent. And the whole figure heavier.



So something like this..?





Actually let's make that axe heavier as well.





Alternatively...


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