AuthorTopic: [WIP]Knight  (Read 9361 times)

Offline lachrymose

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[WIP]Knight

on: July 22, 2014, 12:21:19 am
Working on a knight character, that I would like to hopefully animate.
It has some obvious problems, and not so obvious problems.
But I'm at a point now where a second or multiple pairs of eyes would be beneficial.
So please tell me what you think!

Offline jahasaja

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Re: [WIP]Knight

Reply #1 on: July 22, 2014, 05:52:22 am
This is like my first post here.

My first advice: read this tutorial: http://androidarts.com/art_tut.htm
also the same person, Arne, answered my first post and gave some good advice: http://wayofthepixel.net/index.php?topic=15704.msg143598#msg143598

Metal is, at least for me really hard, since it reflects the surroundings.

Offline lachrymose

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Re: [WIP]Knight

Reply #2 on: July 22, 2014, 01:46:09 pm
Yeah I knew my shading was way off on the metal. Thanks for the tutorials, those will help a lot.
Looks like I should add a few more colors to my metal as well.

I think i'm on the right track now. Thanks a lot!
Also a boar.

« Last Edit: July 23, 2014, 12:39:59 am by lachrymose »

Offline lachrymose

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Re: [WIP]Knight

Reply #3 on: July 23, 2014, 09:40:00 pm
An update.

« Last Edit: July 23, 2014, 09:49:38 pm by lachrymose »

Offline PsylentKnight

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Re: [WIP]Knight

Reply #4 on: July 24, 2014, 02:29:30 pm
These images are really high resolution, gonna be hard to work with if you animate them. Why is the boar so huge compared to the knight? Or are these just for fun, not for a project?
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Offline lachrymose

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Re: [WIP]Knight

Reply #5 on: July 24, 2014, 02:46:25 pm
The knight started out as a project, I intended him to be far smaller and more cartoony. Things evolved a bit though, so now i'm just doing it for fun.

Just ignore the boar. I forgot to hide that layer when I exported the picture. It's just a doodle I did while I was musing over the knight.

Offline astraldata

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Re: [WIP]Knight

Reply #6 on: July 24, 2014, 04:11:15 pm
So many colors... Using so many low-contrast colors in your color ramp is really mucking up the clarity of your forms. It's throwing off any true sense of lighting direction you could establish, making everything seem a bit hazy and ambiguous. Try using less colors with more stark of a difference between them to fix this.
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Offline lachrymose

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Re: [WIP]Knight

Reply #7 on: July 25, 2014, 02:13:24 pm
I tried to reduce the colors, by two or three.
I know I need to work on my color sense.
                                [EDIT] An improvement?
   
« Last Edit: July 25, 2014, 05:31:55 pm by lachrymose »

Offline Cyangmou

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Re: [WIP]Knight

Reply #8 on: July 25, 2014, 07:22:49 pm
The first thing I think if I look at it, is that the design is pretty bland and the pose is rather stiff.

Let me first talk about the pose and the proportions.
The main problem with the pose is that the knight is just standing, neither sword nor shield are with this pose ready for attack or block and the weight distribution which is 50/50 on both feet don't allows any quick movement out of this pose.
Knights were professional trained warriors, a wrong stance could be a matter of life and death and that's why they would never stand like that with an unsheated sword.
Proportion wise the helemet is pretty big, and the lower legs are really long, while the arms are a tad to short.

My suggestion would be to go with a more ready to attack pose with an actual weight distribution and carefully checking out all proportions:



THis edit illustrates where your drawing currently suffers the most.


Now let me talk about the design.
Designwise I can see that you don't know how armor works. The main goal of any armor is to protect the critical spots of the human body, while maintaining a high amount of movability and not having too much weight. There are tons of great full-plate examples from history around, displaying the craftmanship of the smiths and you also can see the differences in designs to protect the wearer from the most lethal weapons used in different periods of times. If you are going to make a game about knights, don't go first with what you imagine a knight looks like. Look it up, try to understand it and then you can alter those designs in order to get something which is fitting for your purposes and visually pleasing.


Your smallest problem currently, is that your metal doesn't look like metal at all. The only thing which will help you there is to understand how metal behaves in different lighting situations. This needs to be practiced with references. But even if you would apply a perfect metal shading to your current drawing, the difference wouldn't be that big.

to show you how I'd go over designing and shading an armor - 7 values used (changing the design would still have a bigger impact on your drawing).


To be completely honest, knights are really an advanced subject to draw, you need a lot of knowledge regarding basic art principles, the human body, plus a big background of medieval weapons & armory and how to shade metal.
Despite I don't even went really deep in the design aspects, my version still took me 3 hours to draw.
In order to get a complete game done, you might be better off if you significantly decrease the resolution.
« Last Edit: July 25, 2014, 07:43:15 pm by Cyangmou »
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Offline lachrymose

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Re: [WIP]Knight

Reply #9 on: July 25, 2014, 07:54:18 pm
3 hours! It took me like a week just to get what I got, and their is no comparison! haha.

Thanks you for your time and your detailed analysis, i'll take it to heart and scale things back a bit.

I'm thinking i'll just find a Templar knight reference and use that. I'd only have to worry about a metal helmet in that instance, and just use chain mail/cloth for everything else.
I'm done trying to use this for a game, just going to keep at it for fun, and for the learning experience.

anyway, back to the drawing board.