AuthorTopic: [WIP][CC] Beaver Knight  (Read 10399 times)

Offline JellyStarCat

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[WIP][CC] Beaver Knight

on: February 01, 2017, 04:21:55 pm
Hello, can I have some critiques on this beaver knight?
(200% is preferred resolution)
Reference image:
Information:
-I haven't worked on the body yet.
-It is supposed to be viewed at 200% so I'd avoid using too much dithering.
-Light source is top left.
« Last Edit: July 08, 2017, 05:35:45 am by JellyStarCat »

Offline CFKaligula

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Re: [WIP][CC] Beaver Knight

Reply #1 on: February 01, 2017, 08:09:40 pm
This might just be my preference, but I found that a lighter colour for the outline made it a lot more pleasant to look at. This does mean that I also had to make the highlight in the eye a lighter colour. Those are all the changes I made here.

You get in the bowl

Offline JellyStarCat

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Re: [WIP][CC] Beaver Knight

Reply #2 on: February 02, 2017, 04:09:34 pm
Thanks for the critique  :).
I made that shade brighter a bit.

I added more detail for the red thing (I don't know what it is called :blind:) in accordance with the reference provided above.
How's the shading?
« Last Edit: July 08, 2017, 05:36:03 am by JellyStarCat »

Offline rocifier

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Re: [WIP][CC] Beaver Knight

Reply #3 on: February 04, 2017, 11:23:25 pm
Not bad, you could possibly improve the chin shading to be a bit flatter (less round and chubby) after looking at your reference.

Offline JellyStarCat

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Re: [WIP][CC] Beaver Knight

Reply #4 on: February 06, 2017, 04:36:11 pm
Thanks, I changed the shading a bit, I wonder if it's better ??? ?
On the other hand, I've added body.
Though I'm not sure if the body is anatomically correct with the Beaver Knight being a cartoon-ish character  :blind:.
The head seems a little too large, which makes the character unbalanced?

Offline eishiya

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Re: [WIP][CC] Beaver Knight

Reply #5 on: February 06, 2017, 05:16:39 pm
Try drawing the body without clothing first, so you can work out the proportions.
The head only looks too large because the body's proportions don't seem to be very cartoony, so it doesn't look like it's intentional. Big heads work only if everything else is equally cartoony. In particular, the arm looks very long.

Offline JellyStarCat

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Re: [WIP][CC] Beaver Knight

Reply #6 on: February 08, 2017, 05:09:56 am
Much thanks! Would this work?

I'm kinda confused about making cartoony body that is balance.

Offline eishiya

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Re: [WIP][CC] Beaver Knight

Reply #7 on: February 08, 2017, 02:30:24 pm
It's hard to gauge a body with missing limbs xP

I'm not so great with cartoon animal bodies myself. I agree that it's currently looking unbalanced, but fortunately it's unbalanced due to another problem: That's not a beaver body. Beavers are quite bottom-heavy, and they have those big flat tails. You did a good job with the head, but for the body you just drew a generic fat cartoon animal.

Here's a reference photo that I think will be particularly useful. This is a young beaver (young = cute = probably closer to what you want in a cartoon version), standing upright. Look at how wide the hips are relative to the rest of the body, and how there is no distinct neck. Look at how large the feet are, and now they're webbed.
There are plenty more references out there. Look at them. Figure out what makes beavers look like beavers, and exaggerate that.

Offline rocifier

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Re: [WIP][CC] Beaver Knight

Reply #8 on: February 09, 2017, 07:47:39 am

Offline pistachio

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Re: [WIP][CC] Beaver Knight

Reply #9 on: February 09, 2017, 09:37:40 am
No line of action.



Edits based off of the ref:





Note also that the original is a 3D model, not a 2D sprite so its design is optimized to work from multiple angles, not really well from one angle only and badly from the rest. You're working in 2D so you can and should "cheat" visually, make the silhouette clear, push the line of action. If this means stretching limbs or doing impossible lighting or perspective distortion, do that. Don't make a 1-1 copy, make it readable and make it interesting.

« Last Edit: February 09, 2017, 10:49:14 am by pistachio »