AuthorTopic: Alvizaar Rises  (Read 11683 times)

Offline Turbo

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Alvizaar Rises

on: July 29, 2007, 02:21:48 pm
Here's something i've been working on over a year... Started after posting the lineart (which there have been some interpretations that came out great, by Aleyav and Badassbill)
Somewhat inspired by St0ven's Bahamut Perched.
http://i49.photobucket.com/albums/f291/TurboLento/Pixel%20Art/hueglizard.png Lines: http://www.wayofthepixel.net/pixelation/upload/lineart/turbo_1.png

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« Last Edit: November 30, 2008, 05:52:02 am by Turbo »

Offline halu

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Re: Alvizaar Rises

Reply #1 on: July 29, 2007, 02:29:09 pm
God damn, it's beautiful.
I think the closed mouth looks better.
Also, the background is beautiful.
I myself can't really point anything out that's wrong with it, awesome work.

Offline dragonrc

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Re: Alvizaar Rises

Reply #2 on: July 29, 2007, 03:02:55 pm
Wow, amazing piece!

There is not much critique from me, but I do have some points you might want to work on.

The whole piece shows you have put much effort in it. Every pixel is placed carefully, but the sky (not the clouds) looks a bit out of place. Maybe you can improve this by filling up the whole sky with new lighter clouds, you can mix the color of the sky and the color of the current clouds so it looks like the new clouds will be further away. The new cloud thing is just an idea, but I really think the piece will improve if the brown sky will be filled up.

There is one thing that looks very strange in this piece, the shading on the back of the monster. The monsters back is so light, but the place is clouded so I can't see where the light is coming from. You should replace the white by a light pink.
You can also add lightning to the background, this will make the light back of the monster make sense. You can also shade its back blue when you use the lightning, I think it will have a nice effect on it.

Offline Feron

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Re: Alvizaar Rises

Reply #3 on: July 29, 2007, 04:36:28 pm
There are many surfaces that should have green ambient lighting but do not.

Offline Stefano

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Re: Alvizaar Rises

Reply #4 on: July 29, 2007, 09:32:28 pm
Outstanding job on the colors IMHO. Since I know you're not a beginner, I'm doing an edit on some anatomic issues that I think might be improved (quick edit):



Since this creature seems to be a humanoid, I think some of the muscles could be better placed/shown to improve the composition.
The head and arms seem to be just hanging, like the creature is being lifted from a string around it's torso. It might be a good idea to show he's trying to maintain posture, with mildly contracted muscles/bent limbs.

Great job! I hope it helps.

-Stefano.

Offline halu

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Re: Alvizaar Rises

Reply #5 on: July 30, 2007, 01:45:28 am
Ah yeah, I did kinda notice his head should've looked up in my opinion, but I didn't know how to tell you to make it look.

Offline Ian

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Re: Alvizaar Rises

Reply #6 on: July 30, 2007, 02:02:50 am
I disagree with stefano.  I think it's meant to be more of a komodo dragon/snake then a humanoid.  I also feel the hanging of the arms/head add a nice lifting action to the "rise of Alvizzar".

Nice work.  :y:

Offline Turbo

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Re: Alvizaar Rises

Reply #7 on: January 10, 2008, 12:49:25 am
Sorry for not following up, been very busy this past semester.
I have some extra time now, working on applying the crits on this one. Thanks for the pointers.
new:
Changed some stuff, sky, lighting, body position and composition a bit. Still wip.

Offline miscdude

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Re: Alvizaar Rises

Reply #8 on: January 10, 2008, 03:47:55 am
ive always loved these lines...
ahem
there are some stray black pixels,
his back looks .... not as detailed as the rest of him, but its not a big issue.
it doesnt look like any of the lovely orange/blue lighting is hitting him, and i think it would be all the better if he fit in more to the background..without losing readability of course.
its good, the lighting works, and the background is great ^_^ nice job, much better than my version of the lines xD

Offline Turbo

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Re: Alvizaar Rises

Reply #9 on: January 15, 2008, 01:08:04 am
Thanks for the tips. Some parts i just selected and moved around, and then filled in the gaps, which produced the black lines and unfinished parts. I'll try to work something up this week.
I don't remember seeing your version of it though, but nice that you liked it!

Offline AdamAtomic

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Re: Alvizaar Rises

Reply #10 on: January 15, 2008, 04:46:22 am
You've got some really good stuff here, but I think you are crippled a bit by the overall contrast on the image, it looks like it was painted on a bright white background or something: a quick levels shift in photoshop results in an image with a far wider value range:



Levels shifting is not the right way to fix it of course - each color in the palette should be tweaked to allow your image to cover a wider range of values, to prevent it from looking washed out!  This is not ALWAYS the case, but for this image in particular I think it would be a great improvement.

Offline Turbo

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Re: Alvizaar Rises

Reply #11 on: November 30, 2008, 05:42:41 am
Sorry for not responding earlier guys. Thanks for the help.

@Stefano: i noticed, from reference, that reptiles and lizards in particular have loose skin with lots of large wrinkles, and little muscle definition. Your edit was nice but moved away from that looked that i wanted to mix into a somewhat humanoid and muscled creature. Thanks for the comment though.

@Adam: I remember seeing the image you left here, i thought i had saved it but i didn't. Anyway, i made an attempt at following your advice, adding a greater value range on the foreground subject (lizard).

@miscdude: made an attempt at unifying the palette to go for a more consistent lighting. Below are a few attempts at palette unification (2nd and 3rd images).

I'm gonna call this done. Here's my initial idea, followed by palette tweaks. You're free to pick your favourite. I'd go with the first because it has a funky palette and it's closer to my initial intention, but if i see people going some specific other way, i'll follow :)
Further comments are still welcome.
                              
« Last Edit: November 30, 2008, 05:51:33 am by Turbo »

Offline happymonster

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Re: Alvizaar Rises

Reply #12 on: November 30, 2008, 09:27:09 am
I don't think the darks are quite strong enough, but I like the less purple palette. Here's a very quick edit:

Offline TrevoriuS

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Re: Alvizaar Rises

Reply #13 on: November 30, 2008, 09:54:19 am
The higher contrast is ok, but only on the additional darkness, not the brightness. Further, I DO like the first palette best. It's alien anyway, so why can't it have a strong bright colour?

Offline happymonster

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Re: Alvizaar Rises

Reply #14 on: November 30, 2008, 10:31:22 am
True the highlights are too strong..

The purple is OK, but it seems a bit overused when compared to a lot of pixel and game art, whereas the subtle colours are more unusual and refreshing IMHO.

Offline Helm

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Re: Alvizaar Rises

Reply #15 on: November 30, 2008, 01:52:02 pm
I think the piece suffers a bit from single pixel semi-noise.

Offline Pizza Tom

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Re: Alvizaar Rises

Reply #16 on: November 30, 2008, 08:33:28 pm
It seems to me that the highlights on his head and back are a little too white, and could be toned down a bit. Also, his elbow looks a little out of place to me. It's a bit pointy and sharp compared to the rest of his body.
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Offline Turbo

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Re: Alvizaar Rises

Reply #17 on: November 30, 2008, 09:45:17 pm
I don't think the darks are quite strong enough, but I like the less purple palette. Here's a very quick edit:
I like the edit, values are better and it's a good palette alternative, but it loses some of the vividness of the colors and a bit of readibility between foreground and background. I'll try to reach a midpoint.

The higher contrast is ok, but only on the additional darkness, not the brightness. Further, I DO like the first palette best. It's alien anyway, so why can't it have a strong bright colour?
Yeah!

True the highlights are too strong..
The purple is OK, but it seems a bit overused when compared to a lot of pixel and game art, whereas the subtle colours are more unusual and refreshing IMHO.
But i liek the purple! I agree it can be a bit overwhemling, it's a bright color and it's like 50% of the image. But how often do you see a pink/purple dragon, fer cryin out loud! I tried to smooth it out by moving away from it on the shadow colors.


I think the piece suffers a bit from single pixel semi-noise.
That's an issue that you mention often, and sometimes i see it and others i don't. I tend to do lots of single pixel detailing, and the current palette and color count could make it happen in a few areas, mostly due to lack of anti-alias in such areas (due to me trying not to add more colors; doing lighting requires adding lots of color mixing combinations, which end up being used only in small specific areas, but adding to the color count).
Here i don't think it's bothersome. If you have a suggestion for reducing the effect, i'd like to hear it.

It seems to me that the highlights on his head and back are a little too white, and could be toned down a bit. Also, his elbow looks a little out of place to me. It's a bit pointy and sharp compared to the rest of his body.
On the highlights, i went for a overexposed look, such as a strong light like the sun shining on a highly reflective surface such as scales. If i make it darker or less saturated, it no longer looks like such...
The elbow is for an edgy stylish curvy lizard shape :) Although i agree the use of this design element it should occur in other places, looks like it doesn't fit with the rest of the anatomy.


Before doing changes, i think i'll try not to look at it for some time (a day or so), to get a fresher look the next time. I'll limit it to palette tweaks. Thanks for the comments.
« Last Edit: November 30, 2008, 09:48:19 pm by Turbo »

Offline Helm

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Re: Alvizaar Rises

Reply #18 on: December 01, 2008, 12:31:25 am


Color edit and detail edit in squared area. Look at it up close a bit and perhaps you'll see what I mean about almost-noisy-single pixels. It's an intuition of mine, your tastes are the final arbiter for your own art.

Offline Turbo

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Re: Alvizaar Rises

Reply #19 on: December 01, 2008, 12:56:52 am
Good stuff, i see what you mean, mostly on the snout's highlights: antialiased "hotspots", clearer scale shapes and creature anatomy... Not many single pixels there.
The palette looks good, the darker tones mesh better, and the green to purple also transitions better; i don't like the lighter purple much, and it loses a bit on the contrast between foreground/background and clouds, but i'll apply the stuff you've shown in the more significant places. Thanks!

Offline balls01

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Re: Alvizaar Rises

Reply #20 on: December 07, 2008, 12:49:17 pm
the elbow joints look very weak and timid with that spike and the darkness heading into it, and his foremarn looks like theres like a broken bone thats making it look distorted, (this is to human anatomy)

your choice of color, is your voice of color
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