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Messages - thoughtmachine
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21
We dont really know how your jet looks, Maybe if you post the jet form we can see how the parts go?

Actually, the jet is shown at the top of my original post.

But I can repost it here too :)

EDIT:
Can you guys give us more feedback on our Pterodactyl Mobile Suit design?

Should we use one exhaust or two?
Where should the mecha's arms be located?

~jet mode~



~Mecha mode (front)~

Note: The mecha front still isn't done yet, we still need to design the head and give the whole body a shiny metallic finish with proper shading.

~Mecha mode (back)~

Note: The mecha is just entering production.

22
Pixel Art / The Evil Eye -- the Secrets of an Evil Antagonist
« on: February 04, 2015, 09:58:56 pm »
What is the ideal appearance of an evil antagonist?

Does anyone have good theories for creating the ideal appearance of an evil antagonist?

And if so, please share them with us.


23
While it is a general rule that form follows function you can stretch those rules quite a bit, especially in the case of magic or higher technology like transforming robots.

I think what PP is trying to show you is that you can be a lot more fluid in your design. You can push both colour and form without compromising your original idea.

I know...i just don't like the unrealistic transformation.

Take a close look at any transformers movie and you'll see all sorts of panelling and gears pop outta nowhere, you just don't normally notice it because the of the speed and fluidity of the animation. All we see is how f-ing sweet it looks. Never mind that bumblee bee somehow added like 5x to his mass when he transformed into his robot form.

That is exactly what I don't like.

It's like....how did Prime's arms, the Matrix and all of his inner mechanics fit into that cab?

I love sci-fi and mechas but the shit has got to be realistic on some level.

24
Rough edit with some thoughts.



Dude wow, man...that is evil looking.

I wouldn't want that in my backyard.

Of course you do understand the design choices that we are going with were picked because the robot turns into the jet and vice versa. Likewise the robot is for the player to use as a good guy.

25
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 05:26:28 pm »
To complete your analogy, you asked about your life and then focused on your car.  I pointed out that you had more than the car to worry about and gave you pointers one what to do about the entire set of problems.

haha
yeah I know. its all good.


okay.... I shortened the legs by 6 pixels and added two sets of joints




EDIT:
Actaully I used gundam wing mechas as a reference for my robot.
if you wouldn't mind, take a look at my portfolio at this site....

http://manufacturedart.blogspot.com/p/2d-cgi.html

....and rate my overall production values.
I am interested to know what you think.


Ideally you wouldn't begin with such a large composition and you would focus on the fundamentals that are required to accomplish your goal rather than trying to get it to look right first and then backwards working your way towards securing those fundamentals.

God, that makes so much more sense than what I did with this robot.


I started out this way.  Took a lot of work and rework to learn that I should discard some of my ideas about how to go about creating a piece and adopt new ones even if they seemed really difficult.  Most of the things one tries in the beginning are actually bad for your art and the process of making it. 

Yeah I learned that in writing fictional literature and coding.
but I have yet to correct my bad processes in art.

Aside from doing each piece one at a time, what other methodologies and philosophies do you employ when beginning a piece?

26
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 05:03:46 pm »

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.

Yeah I totally agree, but I am not sure how to do that with a front perspective.


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.

I will deal with that after I get the legs properly formed.

It's really hard for me to do form, color, and shade one piece and then do another piece and make them match.

27
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 04:55:37 pm »
Right on!

Okay.

Give me a few minutes to read all f this and absorb it.

I am going to have more Q's about it.

I feel kind of lost when it comes to joints.

28
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 04:32:05 pm »
Johasu,

Yeah it may have been the long way around the barn. but adding those gradients only took 10 seconds each. Whereas their advantage toward my assessment lasts until I remove them.

I am not avoiding your critical assessment. I think you are spot on. But you didn't say anything that I didn't already know.
I asked how I might improve the design for the legs and you gave no advice.

EDIT: I don't mean to sound like a dick, but I asked about my car and you offered advice about my boat, my house, and my girlfriends attitude.

I need help with the legs. Would you please advise me on that?

29
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 03:12:19 pm »
Wow. Thanx for the advice.

It's nice to find advice from someone who has a decent portfolio on the web.

When you are learning it is often best to work on smaller pieces.  The larger a piece is the more work an edit will take to complete....
In the case of your piece here it would likely be best to focus on a portion of it  (top half/head/torso/maybe all three at once) for a while until you make some solid progress on the basics.

That is exactly what I did.

I made the arms first, then the torso, and then the legs. I admit, I should have done the torso first. But, I felt compelled to follow a vision I had  in my mind of the arms at that moment.

Some portions of your machine are rounded with shading while others are very flat in appearance because there is no shading at all.

With the legs, I haven't done any light at all. And I know that. It is intentional.
I am going to change their design.


You don't have a clearly defined light source.

And as far as light and shading goes...none of the lighting and shading that has been done is going stay as they are. I did the shading on the torso as is, for the sake of measure. It's easier for me to assess depth with a gradient than with a single flat color.

Actually, I do all my shading and lighting last. I find that when I do lighting and shading on each part separately the lighting and shading comes out off balanced.

I do things in a assembly line fashion.
I design each part. Then I shade it one piece at a time, as a group and not as individual pieces with no reference to how the others are deigned or colored.

If you read back to my earlier post I discussed how I will be doing the lighting/shading with a metallic finish after the fact. Stick around. You'll see what I am talking about when it is finished.

Thanx again, for the advice. It's nice to know that everyone has a different approach to art.

30
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 02:05:56 pm »
Here is an updated version:



I don't really like the design of the legs. I'll probably redo them.

The feet look pigeon-toed.
I don't really know what to do about it.
Any suggestions?

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