AuthorTopic: GR#055 - Still Image Summon - Anatomy, Pose  (Read 11733 times)

Offline Helm

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Re: Still Image Summon

Reply #10 on: June 21, 2011, 04:01:42 pm
I absolutely agree that after anatomy issues are considered, there should be a wholesale reevaluation of the pose, for something with more pathos if this is a summon image. Reaper should select what he wants his sprite to signify (is it a bless spell? A spell of destruction?) and convey that through body language. But first, Reaper must understand the body. I do not think it's fair to chalk up the issues with this sprite to it's-my-style. Be brave!

Offline sonic_reaper

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Re: Still Image Summon

Reply #11 on: June 21, 2011, 04:59:18 pm
Argh, now I'm in that frustrated limbo state when it comes to this sprite.  The pose is far too catatonic for her to come on screen and perform some powerful universe destroying attack.  So the best it could be is a healing/bless type spell.  Another option would be for the image to appear in the center of the screen as a type of symbol, with the chaos and havoc occurring in the background.

Fixed the proportions a bit more.   But now it looks like her legs are twisting one way and the body another.   :yell:

Another periodic update ...

Offline piffany

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Re: Still Image Summon

Reply #12 on: June 21, 2011, 06:01:11 pm
I think it's looking pretty good! Perhaps a slightly longer waist?
--Piffany
Disclaimer: I am still fairly new at pixel art, so please don't be offended by my negative critiques :)

Offline TheInquisitor

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Re: Still Image Summon

Reply #13 on: June 21, 2011, 10:33:55 pm
Personally I think this is looking worse. I mean no offence when I say this, I just think the original idea is getting lost here. I'd head back to Helm's version or even your original version because this new pose is more static than it was before. You'll probably get disgruntled with me saying this, but I think you're on the wrong track at the mo. To highlight a specific, the head is now in the standard position for drawing. The earlier versions had a nice angular head.

I've gone back to the original design after Helm's edits and made a few of my own:

« Last Edit: June 21, 2011, 10:36:07 pm by TheInquisitor »
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Offline sonic_reaper

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Re: Still Image Summon

Reply #14 on: June 22, 2011, 01:53:13 am
I don't like that pose either though.  To be honest, I'm done with it.  I'll need a new approach, something from the ground up.  But thank you all for the criticisms.  I agree it's kind of a mess.  Good example of building something off a poor foundation.

Offline EyeCraft

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Re: Still Image Summon

Reply #15 on: June 22, 2011, 03:11:14 am
I don't like that pose either though.  To be honest, I'm done with it.  I'll need a new approach, something from the ground up.  But thank you all for the criticisms.  I agree it's kind of a mess.  Good example of building something off a poor foundation.

Out of curiosity, what is the foundation in your figure drawing process?

Do you start with direct contours? Some kind of construction? Gesture?

To get a nice, flowing, energetic pose with a sense of rhythm to the lines I recommend you begin with a gesture drawing that focuses only on how the lines flow through the figure and lead the eye's movement. Feel the movement of the figure with line. After that, do some construction with the pelvis, ribcage, head and spine to get a sense of the balance of the pose. This is where you can get the pose "making sense" from a functional point. After that, get anatomical.  ;D

Offline pistachio

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Re: Still Image Summon

Reply #16 on: June 22, 2011, 03:33:43 am
Personally I think this is looking worse. I mean no offense* when I say this, I just think the original idea is getting lost here.

Agreed. A static image like this is probably going to have a lot of action going around to make up for lack of animation. It can be a bit excessive, just because it's something of a symbol.

Even when I think of healing or blessings, I think of a graceful, flowy pose as a suspended angel would assume. Right now the hair and cloth folds disregard, even seem to resist against it. They appear to vaguely display a forceful wind blowing right, or maybe the summon is moving left quickly, although the pose does not seem to reflect this. Well, except the possibility she's falling over, and her head's about to meet the pavement, whether it's 5 feet below, or 5,000 feet through a gaping hole in the heavenly clouds. Ouch. Helm's edit (as well as Cure's but not as much), sorry I have to say this, is the edit that I think made this most apparent. He could have rotated them a little less, just so they were still off to the right a bit. As for addressing the shrinking of the legs, it was the best edit, however.

Additionally the lightsource is very inconsistent, especially on the cloth. Do you really need that many highlights on it--or the hair for that matter? My eyes are constantly drawn to them because of this.

Here's my edit. Personally I think it's leaning more towards a destructive summon, but destructive in a feminine sort of way (I'm actually confused as to what to describe it, as now it turned out to be more of a healing/blessing like you decided on). Pretty sure the facial expression has the most to do with it. Also note, I used a skin palette from my edit in this thread. Just thought it would look good, and would be easy to replace the original palette with. Which, by the way, is rather monochromatic. (Although I suppose that's because you're trying to emulate a "classic" palette like that of the SNES or Genesis/Megadrive? In which case I almost immediately got the vibe, for some reason.)

I also borrowed an idea from Helm, which was, in turn, done by Inquisitor. Basically having her arm pointing down, casting some kind of spell. I like the look of this take on it; still retains the grace and flow that I intended. That was probably half the point of this edit, actually.

Rather than shrinking the legs, I kept them in their original position (taken from V1) and instead made the upper torso larger because A) the limits of MS Paint wouldn't let me rotate and B) I liked it and easily got used to it. However, I did make the right knee bend a bit more.

To get a further anatomical grasp, I filled in the gap between upper torso and legs, redrawing much of her upper torso; her breasts probably turned out too large, cough cough. I tried to keep the "full-figured" proportions in check. It seems like such a position like this would be rather painful now that I realize it, but since a third of her body is going to be cloaked, it's probably not something to worry about as long as the anatomy is (mostly) correct.

Here is a step-by-step, final edit to the right.



1, body rough (note action line). 2, fixing/changing some areas of shading, palette replacements, cleanup start. 3, adding rough hair (very rough--looks like fur. Sorry). Got lazy, so copypasted drapery, and final touches.

EDIT: You say you're done already? Is this out of frustration? Seems so, honestly. You seem to have gotten stuck with every new drawing. Shame you aren't keeping it up.

@Piff, Aye, that's another thing to consider. @Sonic Reaper, note that proportions of ancient Greek statues (of gods) generally reach about 8 heads high, more or less--usually more. However, keep in mind that their torsos are not undersized or their legs oversized. Perhaps considering applying this to the sprite if you're still willing to work on it?
« Last Edit: June 22, 2011, 04:08:53 am by pistachio »

Offline piffany

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Re: Still Image Summon

Reply #17 on: June 22, 2011, 03:43:03 am




Her proportions remind me of Greek goddesses, soft and feminine :) The movement looks great too.

--Piffany
Disclaimer: I am still fairly new at pixel art, so please don't be offended by my negative critiques :)

Offline TheInquisitor

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Re: Still Image Summon

Reply #18 on: June 22, 2011, 11:51:02 am
That's an excellent edit, Pistachio. That's exactly what I was going for. I did like the original legs for their style, but deemed them too large. Instead of increasing the size of the torso I went with Helm's revised legs. Your way around looks stronger though.

Nice job on better conveying the outstretched arm. That's the sort of look I was going for. One thing though is that I think there should be more of a point on the hand. At the moment it looks more like a casual swat of the hand than casting a spell.

Anyway, that's the best version yet by far. I think Pistachio really "gets" this piece.

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Offline Mathias

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Re: Still Image Summon

Reply #19 on: June 22, 2011, 10:36:16 pm
So she's supposed to be some powerful goddess type, right?

@THESE LAST FEW EDITS: Then I'd say that how her left hand indicates that she's preoccupied with preventing her draping curtain-looking dress from falling off is really working against that. That creates a worried, shy vibe, fear of being accidentally exposed, a weak vulnerability.

Either give her a little Cleopatra bravery or secure her clothing another way.