AuthorTopic: Turtle - problem with shading  (Read 1970 times)

Offline spajjder

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Turtle - problem with shading

on: March 08, 2020, 09:04:27 pm
Hi.

here is a turtle - MegamanX style. Would be happy to get pointers on where things are not working. I feel that I cannot get the lights and shadows to work, so if you have any critiques about that I would sure appreciate it!

Thank you in advance!



*Changed to original size

« Last Edit: March 09, 2020, 05:47:15 pm by spajjder »

Offline eishiya

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Re: Turtle - problem with shading

Reply #1 on: March 08, 2020, 09:06:30 pm
Your image is broken. Make sure you use the URL of the image (i.e. https://imgshare.io/images/2020/03/08/rio.md.png in this case), NOT the URL of the webpage it's on.
You also don't need to pre-zoom your art, this forum has a zoom feature that makes it easier for people to see your art at various sizes.

Offline Chonky Pixel

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Re: Turtle - problem with shading

Reply #2 on: March 09, 2020, 12:33:22 pm
I find that it's difficult to see what's happening when pixel art is too zoomed-in. And posting an image at the original zoom level makes it easier for people to do edits. :)

Offline Chonky Pixel

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Re: Turtle - problem with shading

Reply #3 on: March 10, 2020, 12:39:31 pm
Looking here:

https://gamesnostalgia.com/game/mega-man-x#screenshots

My initial thought is that Megaman X seems to have had a cleaner, chunkier style. I might approach it by starting out making the character out of large, simple, chunky shapes (things like feet, limbs, shell, etc.), then adding shading. Then, where needed, adding detail. Probably around things like the face and hands.

Apologies, I don't have time for an edit right now.

Offline Chonky Pixel

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Re: Turtle - problem with shading

Reply #4 on: March 11, 2020, 12:58:36 am


If the brief was "Megaman style" I would probably attack it by taking it in this direction. Reduce it to simple shapes, thicken up the legs, then add shading using large, simple clusters. (I referenced Megaman to influence my cluster shapes). The shapes are simple to keep them readable. The shading could be pushed a lot more, and the angle doesn't really work with the missing right arm, but you get the idea.

But that's only if you want to emulate that particular style.

There are elements of your style that I like. The shading on the gun is nice (especially from a distance), and the whole thing is more detailed. Elements seem to blend into each other though. Megaman avoided that by rabidly outlining everything. Your guy's legs, for example, blend into the tongues of the shoes. (If I'm reading it right.) The helmet blends into the face. The legs and shell merge together.

There's probably a middle-ground between the low-detail Megaman style and yours. I'd say:

 - clean up your line work. You have some messy curves, jaggies, unnecessary corners, and noisy single pixels.
 - If you're going to use outlines, use them to increase readability.
 - If you're losing readability in an area, try increasing contrast or changing hue. This should help separate elements.
(Or in this style, stick in a black line.)
 - Don't be afraid of large, simple cluster shapes. They can make things easy to read and look nice and smooth if you're careful.