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Messages - baccaman21
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491
Pixel Art / Re: Robo Iso - inspired after seeing neverests
« on: March 26, 2006, 05:00:40 pm »
A spoon full of sugar makes the medecine... go down.

Indeed... apologies for being overly blunt... got a bad hangover.  ::)

492
Pixel Art / Re: Thief
« on: March 26, 2006, 02:16:46 pm »
4. The lines coming out from the crotch (not sure what they're called)

Part of the hip flexors... ;)

493
Pixel Art / Re: Robo Iso - inspired after seeing neverests
« on: March 26, 2006, 02:14:51 pm »
You need to CONSTRUCT. ???

This WIP has no notion of construction. Are you drawing this freehand without any concern as to what you're wanting the final result to be? You need to have a good idea of that in mind. Look at what neverest has done and follow his lead.

Neverest's demonstrating a good process so follow it so if that's what you're inspired by then follow it. There's no point haphazardly moving on with something, posting it here, before you've even had time to nail your design and construction and even thought process.

These droids and this perspective require you to be more of a draughtsman than an artist, technical drawing is what counts here. (to begin with) - once you've the basic forms nailed THEN you can start pixeling in the detail but not prior - it's a waste of time.

It seems you have an idea for a head... but nothing else is really that inspiring - there's the beginnings of something but you'd be better off going back to the drawing board and hammering out some concepts first;

Read my comments here -http://www.wayofthepixel.net/pixelation/index.php?topic=1007.0

Study neverest's fine examples and understand his process...

Then try again.

Sorry to be so blunt.

Pete
 :-\

494
Pixel Art / Re: Helm/Ptoing collab (update 23rd of march)
« on: March 24, 2006, 04:46:24 pm »
Haha! Coventry is a shithole and you know it.

I reckon a return visit from the Luftwaffe would probably make it prettier on average. ;)
It used to be prettier than stratford you know...? back in the day... those incediaries really did the work. Blooming 1950's design... what a disgrace. (mind you, the swan theatre ain't exactly the most cutting edge of architechural icons is it?)

I'm in leam btw - nice to have another old skool pixeler in these parts... once upon a time the place was crawling with them (thanks to codies) - that was before the dark side came and ruined it all, before the dreaded Z-Axis...

:)



495
Pixel Art / Re: Ken portrait WIP
« on: March 24, 2006, 04:33:31 pm »
"Mature artist"... hey... I like that... :) :D

496
General Discussion / Re: NEXT COMMERCIAL CRITIQUE -- SUGGESTIONS
« on: March 24, 2006, 02:32:55 pm »
Chaos Engine... wahoo... limited pallette dithering bas relief tastic...!

497
Pixel Art / Re: Has it been two years?
« on: March 24, 2006, 02:31:14 pm »
An hour and a half O_o To me this looks like something one could do in about 15 minutes if the idea is already there.

That's easy for you to say mr productive... :P (how many tiles you got left on that collab with helm?) lol

498
Pixel Art / Re: Helm/Ptoing collab (update 23rd of march)
« on: March 24, 2006, 02:29:07 pm »
Guys, give Ptoing a break with the time schedule :P He's living the dream, doing pixels for a living! I sit here and draw comics and pet my cat. I've time.

Oh boy - and what a dream... Coventry "the city of dreams"... lmao...

(sorry to be so negative ptoing... at least u're getting paid...)

:D :D ;)  8)

499
Pixel Art / Re: Ken portrait WIP
« on: March 24, 2006, 02:14:54 pm »
didnt really bother me too much coz its just like I can move things around on the computer and fix things easier rather than keep drawing until i get it right

That's fine... nowt wrong with that process. At the end of the day just do what suits. All I'll say is this though, if you find you're struggling with a posture, pose and the associated anatomically accuracy then it's always a good idea to STOP and re-evaluate... it's best earlier on in the process to make sure it's correct as you save a lot of time later on - but the point I'm getting at is to not be afraid of going over your work JUST because you've spent a long time on it... if it's wrong, it's wrong, it doesn't matter how good the final rendering is if everythings out of place. Anyway enough of that jabbering...

pixel look good - around the face especially..

another thing I think you should I should point out (sorry to go on) .. is to try and work all over the image to the same degree... that's to say that you've failed to block in your main color groups, particularly with reference to your shadows... where as the face and hair is kinda complete. Basically start rough at hone it down until you're happy. The reason for this is similar to what I was yabbering on about earlier... it saves you time in the long run as you can see how the WHOLE is coming together, you can evaluate it accordingly and make the neccessary changes earlier with less impact on areas yoy may have spent ALOT of time gettting perfect. -

When you work in the way you're doing now (again nothing wrong with it) but you have to be super confident evrything is in the perfect place. The pre-raphaelites used to work in this way... it's a VERY tight way of working and it can work - it's just very time consuming.

Keep on pushing...

Cheers.
Pete :)


500
Pixel Art / Re: Ken portrait WIP
« on: March 24, 2006, 09:44:00 am »
it just started with a sketch in geography the other day.. didnt think I'd take it as far as I already have and now the messed up anatomy is really bugging me

Ive never really studied anatomy or anything before.. so any help or advice would be greatly apreciated

process animation:


Hey Takem... Looking good but It strikes me the intial sketch needs tightening up before you move on to the pixels IMO.

Your initial sketch demonstrates how to draw surface form. There's nothing wrong with working like that however it does help if you can begin to look through the surface as you're sketching. Define the underlying structure and work up from there helps a lot. Adding clothing, hair and other surface detail at the end. By doing this you manage to build form and structure into the final image giving it weight and solidity.

When doing the initial sketch you need to start looking through the form. Rough in the line of the spine, then cross that with a line indicating your shoulder postition. These two line should be enough to give a flow to the drawing. Give you an idea of general postioning and posture. Once you're happy with that, move on and begin to Visualise the main masses in spheres. I usually begin with the head - focusing on seeing the postion of the head in particuilar the eyes and eye postions, then work backwards. Neck, clavicles, shoulder mass, throrax, abdomen. Always revising the intial sketch as you go.

Bottom line is you HAVE to SEE the masses that make up the underlying structure. Feel your way around the sketch. Using your own body as reference if you get a bit confused. (A mirror sometimes helps here)

Here's a scribble I did based on your intial sketch... it's not perfect by any strectch of the imagination, but should give you a better idea of the process.



Cheers
Pete :)

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