AuthorTopic: Reptilian arm  (Read 10346 times)

Offline Gil

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Re: Reptilian arm

Reply #10 on: May 13, 2006, 03:39:59 pm
Huh? Razz, I don't see any green, except on Ryu's edit? Your comment seems random...

As for the piece, it looks better now, but drop the contrast on the highlights... The pallette doesn't remind me of reptilian skin

Offline Turbo

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Re: Reptilian arm

Reply #11 on: May 13, 2006, 05:49:13 pm
Better, yes? No more bricks, yes?



Ryumaru: from where i'm looking at, it's as Razz says, the highlights are pale yellow.

Gil: i wanted to do a reptile look while moving away from the colors we're used to seeing, hence the purple colors. Given that there aren't any purple lizards that i know of, i'm improvising a bit on this one (while using references for the skin, i can't reference the colors literally).
Hopefully the full piece will convey the reptilian aspect, regardless of palette.

Offline Shred

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Re: Reptilian arm

Reply #12 on: May 13, 2006, 07:10:44 pm
I think the brick feeling is still there, but it is much better now. Im far from being an expert, but perhaps try lightly shading the seperate scales?  ???

Offline Lick

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Re: Reptilian arm

Reply #13 on: May 14, 2006, 03:57:05 pm
I'd say, try to enlarge the scrubs. It will allow you to bring more detail and even let the viewer more easily know what it is.
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Offline Turbo

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Re: Reptilian arm

Reply #14 on: May 14, 2006, 04:34:17 pm
Quote
I'd say, try to enlarge the scrubs. It will allow you to bring more detail and even let the viewer more easily know what it is.

The thing is, it's supposed to be a giant reptile, dragon-sized. I wanted to keep the scales (i suppose that's what you mean by "scrubs", my wiktionary isn't helping here) small to indicate the creature's large size.

Offline Faktablad

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Re: Reptilian arm

Reply #15 on: May 14, 2006, 07:04:41 pm
Your latest edit is a big step in the right direction IMO, but I would even take it a step further.  Here's a quick edit where you can see the general idea I have of the shading/texturing style I think you should use.  Granted, the scales don't look perfect but you can easily tweak that while retaining the style:

<mine>...<yours>


I think you're still focusing a bit too much on keeping that nice scaly texture while not paying attention to the form of the arm.  Remember that you can still convey a texture very well by merely using strategically placed colors, it's one of the nice things about pixel art.  You can always hint at a certain texture without going "outline outline outline" and trying to draw each individual scale like this: [][][].  Remember your pallette is trying to suggest form as well as texture.  In order to convey form well, keep colors generally where they're supposed to be; Don't bring the darker green very far at all into the purple, for example.  But to convey the scaly texture well, you should bring some colors where they're not supposed to be, albeit in very specific, deliberate places.  I don't really know of a good example of what I mean, so I'm going to be somewhat vain and use a simple example from my own portfolio:



Now, this is more simple (only 5 colors) than you want your reptile to be, but hopefully it illustrates that texture can be easily produced by doing little more than hinting at it using colors.
« Last Edit: May 14, 2006, 07:07:07 pm by Faktablad »

Offline Turbo

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Re: Reptilian arm

Reply #16 on: May 14, 2006, 09:18:50 pm
I see what you mean with the edit and the stuff about hinting at texture, using it only in small, more controlled places than all over. That's something i had somewhat present from the start, but wasn't applying it enough (holding back a bit there) to really make it count.
The edit is great, very effective and i prefer it over mine. Somewhere along the tweaking (or right from the start) i've lost sense of the volumes, and your advice is very helpful in moving towards that again.

Thank you for taking all the time to do the edit and comment.

Offline Faktablad

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Re: Reptilian arm

Reply #17 on: May 14, 2006, 09:47:27 pm
Thanks, glad I helped!

Offline ndchristie

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Re: Reptilian arm

Reply #18 on: May 15, 2006, 02:01:48 am
i feel that in this piece, it seems that texture was so much the focus that the anatomy and volume of this pece were lost in the process.  If you are going to texture a piece, i suggest that you first render the underlying anatomy almost completely before adding textures.  highlighting comes last and should be based both on the textures and the anatomy, not just on where a scale has an edge.  heres a quick idea of how id suggest doing things:



that being said, this piece is still quite nice and each person has their own methods.  nate out :P
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Offline Gil

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Re: Reptilian arm

Reply #19 on: May 15, 2006, 02:56:55 am
Adarias: your anatomy is a little wonky though. The upper arm seems to lack a bone, the muscles seem to be the only volume between the shoulder and the elbow, I have no idea where a bone would go, making the arm look thin...