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Pixel Art / Re: CSW Style Character
« on: July 06, 2010, 06:28:31 pm »
I thought I'd be started on my game by now.
ALRIGHT, I will be an ARTIST.
ALRIGHT, I will be an ARTIST.
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* The shirt does not look like a shirt, as you've currently drawn it.I don't understand this whole "roll part".Do you mean the dark line at the bottom of the shirt?
the dark line along the bottom suggests a garment that is rolled UNDER at the bottom. whereas a shirt generally either fits and doesn't roll under or outwards, or rolls outwards during movement.
That whole row could be replaced with the lighter color just above it, then it would look more shirt-y and less jumper-y
* it would be good if you could cite some specific references.
Don't be afraid to have really sharp spots in your art. Notice that you've outlined where the shirt connects with her left (our right) arm, not just once, but twice. I'd say in that situation, it would look better if you dragged the lighter part of the shirt all the way to the skin, so that it looks more like the shirt is casting a shadow on the arm than just making an outline.Woah technical stuff. So you're saying that I should only outline on one side of the colour shift? The shirt should be the lightest colour all the way to the barrier? I tried it, and it looks a lot better, thanks!
Resist the urge to use all of the different shades so evenly. The fewer times you use a shade in your piece, the more valuable it is to our eyes—the reverse can be true if you have a powerful color. Use that to your advantage as often as you possibly can.Haha this comment was perfect. It is such an urge to, I guess, pillow shade. I'll try to fight it.
The base character is flat flat flat. Legs are in the same depth plane. Arms are in the same depth plane as each other and the torso. The face, the arm on our left should protrude into 3d space. Since the character is at a 3/4 view, this means towards the camera and to the side.Thanks, this is a good point. I meant for her right (our left) leg to be more in the background, but I now I see I should have put more time into that.
Anatomy problems. This is a female, right? Boobs are too high. Shoulders are too strong. Women tend to carry more mass in the hips and thighs, this figure has no hips and twigs for thighs. A book on drawing women for comic books advised that women need small forearms, even if they are brawny. Somehow thick forearms just looks wrong. I think that advice is correct.Ahh more anatomy. :/ I hope no one catches me staring intently at naked women.
Helm, your works like this one make me want to categorize them as modern pixel art. Your usage of the pixel definitely departs from the "retro" hayday of pixel art, and even most pixel works from today. Feels evolved, though not arbitrarily superior to pixel art that doesn't share it's artistic approach. This type of thing is like pop pixel art - the solid red hair, the vertical line dithered jacket, etc, all come together to present us with a fun-to-look-at sophisticated polish evidently the end-result of a profound comfort with the medium plus much experienced experimentation.