Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - big brother
Pages: 1 ... 31 32 [33] 34

321
Pixel Art / Re: Ken portrait WIP
« on: May 22, 2006, 05:38:33 pm »
I think his left shoulder seems to be too close to his neck. I believe that it's a head's width from either side of the head to that shoulder. Although if you're emulating the Capcom SF style, remember that they tend to exaggerate the width of their character's shoulders a lot.

322
Pixel Art / Re: Fighting to the sound of music
« on: May 20, 2006, 05:10:55 pm »
Apologies if I came off as a dick.

323
Pixel Art / Re: Fighting to the sound of music
« on: May 19, 2006, 02:40:16 pm »

http://yahooligans.yahoo.com/reference/gray/subjects/subject?id=118

Count 'em. There are 8, 6 above and 2 below the navel. Seems contradictory -- you admit to the number, then for some reason say the top two don't "count". If anything, the bottom 2 of the 8 usually have less definition.

Back to your image:


Are you sure I'm wrong?

324
Pixel Art / Re: Fighting to the sound of music
« on: May 19, 2006, 02:49:47 am »
Some more crits (in no particular order)

-His hips seem wider than his shoulders
-His head looks like it was drawn separately from the body (doesn't match the angle of the neck, esp for this pose)
-Collarbone is too low, cuts into pecs
-No nipples
-Navel should not be along horizontal ab ridge, should be a little below
-Six pack is all above the navel, 8 pack is two below (you have four above and two below)
-His right bicep is bigger than the left
-The definition lines on his arms are all off, look for reference
-Headphone looks like a ball with a short antennae. Maybe if it had a bigger strap it would look like those clunky headphones.
-No wires from the heaphones?
-The ark edge on the outside of his right pec makes it look like his right arm is detached.

325
Pixel Art / Re: WIP - Demon Creature
« on: May 16, 2006, 10:24:56 pm »
This one's much longer.

An improvement.

326
Pixel Art / Re: WIP - Demon Creature
« on: May 15, 2006, 04:59:26 am »
The third leg looks a bit short.

Could use a bump on the contrast, specifically on the skin. Right now it looks rather flat.

The negative space between the arm and the leg is causing more visual tension than you probably intended.

My eye wants to see a face, but the ramp is so gradual (might be the light background) that it's hard to distinguish any features (alien or otherwise).

I'm guessing that his left "leg" is an indication that this piece is still a WIP?

327
Pixel Art / Re: Bronze
« on: May 12, 2006, 03:00:24 pm »
I made this little image from blackman22kp.png colors (since I couldn't open the others) as an example of color cannabalization.

You've used 13 colors to make 8 tones (I'm not counting black, since you only used it as a background). The tone on the farthest right could be contested, but bear with me for now.


I did a little experiment below, using 8 of your colors to represent 8 tones. The flat-looking thing is a cross ramp, which shows intersections of the colors. To the right of it, I've applied each ramp to its own sphere. This shows how we can make 8 colors look like 5 separate ramps of unique shades.

328
Pixel Art / Re: couple unfinished things..
« on: May 11, 2006, 03:32:36 pm »
Most recent one:
- forearm looks large (nearly as thick and as long as quadriceps. The distance from your wrist to the inside of your elbow should be the same length as your foot is)
- neck should be slightly shorter. It also currently looks to be offset to the left
- navel should not be centered on the ab lines (should be slightly below six pack)
- hip flexors should stand out more
- kneecap should be centered on his left leg, lower on his right (also should be overlapped by the vastus medialis)
- his hands are larger than his feet
- his abs should appear over his ribs just below his pecs

The colors could use more contrast as your mid shades are relatively close in value.

329
Pixel Art / Re: A little help, por favor...
« on: May 06, 2006, 02:29:21 pm »
Looks like you were impatient to start on the coloring and AA. Their poses are very stiff and rigid and lack the natural curve of stance that a good fighting sprite has. Weight doesn't appear to be on either leg, plus there are some anatomical issues..(ratio of upper leg to lower leg, etc.) The depth needs improvement, too, as they appear very flat. You could work towards a solution by darkening the arm farthest from us (which would also make the piece a less visually confusing).

Good sprite design is based around silhouettes. Try taking your favorite fighting game characters and study the shape. Chances are, even without any detail, the character will still be recognizable.

330
General Discussion / Re: Cartoony? give me a break
« on: May 04, 2006, 03:38:50 pm »
In the picture plane, I'm not sure why abstraction, reality, and iconic interpretations are positioned in an equidistant formation. I would propose the realism and iconography both vie for the viewer's instant recognition (just in a different way), while abstraction focuses less on subject to emphasize the design mechanic.

In fact, I would argue that the iconic and the abstract can exist more as a Roland Barthes-esque spectacle than the realistic model can imply (due to its inherent constraints).

Once the writer delves into specific traits of the system, he succumbs to the fallacies of over-categorization. His lack of a trained eye becomes especially noticeable in his description of the "enhanced realism" label. Simply by the inclusion of "different combinations of the above" on his "new set of categories", he destroys the differentiation that could make the model plausible.

Of course, the Junior HS level writing ability also detracts from his credibility.

At least he thought about it enough to attempt an article.

Pages: 1 ... 31 32 [33] 34