AuthorTopic: [WIP] miner character  (Read 9917 times)

Offline Salvage

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Re: [WIP] miner character

Reply #10 on: February 05, 2008, 08:38:49 pm
Thanks for that edit Terley, I really like lots of what you changed, especially the pick and jackhammer arm. Others have said the pose is off too. Guess I really should change it, but no one seems to get that the body lean and leg position is meant to be based on the weight of the pack. On your edit, it looks like you were going for a wider stance, but it kind of reads to me like the leg has moved forward, rather than just wider, and that would make him fall backwards because of the pack weight.
« Last Edit: February 06, 2008, 09:44:24 pm by Salvage »

Offline Salvage

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Re: [WIP] miner character

Reply #11 on: February 06, 2008, 12:26:54 am
I dont think the shades I used are reading right to people, so I redid them.

« Last Edit: February 06, 2008, 11:57:33 pm by Salvage »

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Re: [WIP] miner character

Reply #12 on: February 06, 2008, 10:41:21 pm
Thanks for the feedback everyone. Trying to make the idle pose less stiff, so its animated more now. Also redrew the face, and chaged the reflected light on evreything. As always c+c appreciated, please.

Offline Salvage

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Re: [WIP] miner character

Reply #13 on: February 09, 2008, 07:01:18 am
I think this piece is done. Still taking c+c though. I did a vista default version to learn sometihng about the palette.

Offline Terley

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Re: [WIP] miner character

Reply #14 on: February 09, 2008, 01:13:48 pm
Using such a light, yet vibrant blue for outlining isn't doing that any favours salvage, just think if your character is on a backdrop without the deep contrast he would just be lost unless your backdrop was very dull, making the game all in all seem faded.
I've not got anything interesting to type here..

Offline Reo

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Re: [WIP] miner character

Reply #15 on: February 09, 2008, 03:10:22 pm
I did a vista default version to learn sometihng about the palette.

Offline sharprm

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Re: [WIP] miner character

Reply #16 on: February 09, 2008, 10:24:35 pm
This is very good but  i was thinking the side view is inconsistent with the front view. The way the backpack is attached on side view looks like there is straps and no belt. The detail on the side is much less than the front. In terms of shading for example there isn't the slightly darker green line on the bottom of the pants for all frames. Might be just me but head seems smaller on side view.
Modern artists are told that they must create something totally original-or risk being called "derivative".They've been indoctrinated with the concept that bad=good.The effect is always the same: Meaningless primitivism
http://www.artrenewal.org/articles/Philosophy/phi

Offline Terley

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Re: [WIP] miner character

Reply #17 on: February 09, 2008, 11:24:39 pm
I did a vista default version to learn sometihng about the palette.

dude, I can read.. Im saying using that blue for the dark outline isn't doing it justice, plain black would work better, even for a palette test.
« Last Edit: February 09, 2008, 11:40:23 pm by Terley »
I've not got anything interesting to type here..

Offline Salvage

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Re: [WIP] miner character

Reply #18 on: February 12, 2008, 11:20:44 pm
@terley: I see what you mean about the outlines.
@sharprm: Thanks, trying to see what you mean about the front/side views. Guessing you are refering to idle/run. So the belt and details are not reading in the run animation?

Offline sharprm

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Re: [WIP] miner character

Reply #19 on: February 13, 2008, 12:38:03 am


Basically meant if you put them side by side do they fit? Probably adding more detail to shoes is not a good idea, but I suggest you make sure that you have shaded the legs and belt consistently between the two views. Also think the side view head is too small.
Modern artists are told that they must create something totally original-or risk being called "derivative".They've been indoctrinated with the concept that bad=good.The effect is always the same: Meaningless primitivism
http://www.artrenewal.org/articles/Philosophy/phi