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Messages - tsej
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Some thoughts:



That a great edit! But unfortunately it's a bit too stereotypical and I don't want to offend anyone! Thank you though.

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- The chest reads like breasts because of 2 reasons - the dark part between the pecs and under looks more like under boob shadow than a man's rib structure, break this up. second reason is that the bit of shoulder from his left arm actually works to add to the chest - boob structure, try a strong contrasting color and maybe move the arm into a position that shows it's one continuos body part to avoid pieces of the arm extending the torso.

Noted. I will redesign it.

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- The hair reads feminine but there are only a few things you can do about that since long hair at such scales will almost always read feminine. You can try to make it messy, a messy hair cut is more of man's style than a females, maybe get some spikes to fall over the front of his head.
That's great insight, and I think I see it now. I'll try to work on it.

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- skinny calfs and feet are a female trait, sad to say. when it comes to these pixel scales you have to go with stereotypes, making the calfs and feet so small makes it looks like a woman's legs and feet
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That's unfortunate but it seems I will have to do it.

Thank you for your help! Once I get free this evening, I'll work on it.
 

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Thank you Seiseki. It seems my biggest problem right now is contrasting and lighting. I'll try to study it and redo the character.

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So character's hair looks unnatural, you should make it shorter I guess. Left arm and legs are mixing up with clothes too.
Not sure if it should or shouldn't have bigger/any feet. Left hand looks strange. Also darker colors could resemble more of ekhm, darker color but not the same, I guess for red it would be purple etc.


It's not all hair, there's a headpiece on top. Noted what you find strange.

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Character looks as character though and resembles red haired big boobed hunter so it's not that bad !
 
It's a dude.  :'(

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As for animation, right hand is stretching unnaturally, left is bouncing strangely and you can see pixels then it comes to legs. You have a long way but keep practicing and what is the most important have fun doing it !
I'll try fixing the animation later. I need more input!

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I tried not to be harsh, please don't lynch me ! Also you can ignore my opinion as I am not a professional, just beginner like you
Harsh is better. Sugercoating a critique helps no one :D Thanks!

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Pixel Art / Re: 8 frame walk cycles in 2.5D fps - could it work?
« on: February 02, 2016, 01:04:20 pm »
Uncanny valley is a concept.   
Basically - Non human things with a few human features look fine.


For example - Wall.E. is obviously not a human but has eyes and arms like a human, and shows emotions. 

But when you keep adding human features to that non-human thing, at one point you're unable to distinguish whether it is HUMAN or NON-HUMAN and at that point, it comes off as creepy. 
Examples -


 

But if you keep pushing through and adding more features and keep making it more human-like, it gets out of the "valley" and it's again not creepy anymore. 
The graph 


You can look up Youtube videos for more explanation. I simplified as best as I could.

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EDIT : added "Inspired" to the title.

The Character.
 
WIP Idle Animation.
 
Thanks a bunch to Kas, Ambi, Conz and Atnas for the help so far. 

Hey! This is my first character and I'd love some C+C. 
It's inspired by the Native Americans since majority of the combat will be based on the Bow. 

What I'm looking for: 
-How does the character look and feel? I'd love to see your interpretations/edits. 
-Does the idle animation feel okay?
-Any suggestions for the actual character. No matter how drastic!   
Thanks.

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Pixel Art / Re: Red Dragoon Riding Hood [C&C]
« on: January 31, 2016, 07:14:45 am »
Hey! 
I love the overall atmosphere of the image. Well done! 
A few things that I noticed. 
-The blue space near the legs of the character looks very out of place.  and same goes for the white space. It's too bright and plain.
-The monster can use a bit of a make-up since it's really difficult to see and make out at first glance.
-The "spotlight" should bounce around a bit more light on the environment? (I'm not sure, though. Just saying what I think.)
-I think the ground can also benefit from small props and irregularities. 
-The shading on the trees and the monster seems very conservative.

It's done really well though, it's leagues better than what I can do right now.
I love the monster's mouth and the saliva dripping. The character and sword especially catches my eye and the spotlight effect is very neat. I'll definitely use things from this in the future. 
Good luck!

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