AuthorTopic: Template for character  (Read 17159 times)

Offline Jad

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Re: Template for character

Reply #10 on: March 09, 2009, 12:11:46 pm
"right perspective", well, I'll just pop in and try to not be the contradictory white-knight but actually voice an opinion: most RPGs have complete bullshit perspectives, where almost everything is viewed from an optimal angle. Faces are viewed from the front because that's how they look best, and with them the bodies. also walls for the best detail. Floors are generally viewed directly from above. The human brain is a fantastic thing that pieces things like these together anyway, even if it's not plausible.

I think it's got more life to it when it actually looks at the viewer, it just gives it more life when it's viewed from an angle you can align yourself with. I know it's weird.

Bengishia's edit looks more like a toy to me, the character turns into a tool rather than a character. Err. Hard to explain.

Well, I think what I'm saying is that what you've got now isn't really broken. It doesn't need fixing if you don't want to. Well, take it for what it is. I might be completely off the hook also. Let's hear it from some other pixelation members!
' _ '

Offline EyeCraft

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Re: Template for character

Reply #11 on: March 09, 2009, 02:35:04 pm
I'm inclined to agree with Jad. I think adding that particular shading has confused the readability of the character, as it tends to create a distracting horizontal line across the face, and recedes the face itself via darkness. The focus has shifted to looking at the forehead, which isn't really helpful for characterisation.

The body also reads poorly; it's hard to tell what's going on. Also seems to have a bit of pillow shading going on. Honestly I would borrow some from the Zelda techniques shown in one of bengoshia's links. Cut it down to just 2 shades and keep the focus on items that are important about the character. For example, with Link (from Zelda), the focus is pushed on his face and sword. To that end, it may be helpful for you to tell us a little more about this game and what purpose the character fills in it, so that we can better gauge what focus is appropriate.

Regardless of focus points, I believe the pose is far too stiff and lifeless. Granted, Link's sprite has a fairly similar pose, but note the use of asymmetry to add flow and interest to the character. You may want to consider expanding the character design to allow for similar opportunities.

Another thing you may want to consider is colour use. At the moment the sprite is dominated by the skin/tan colour, which flattens the piece and lowers the visual interest. Looking at the Link sprite can teach some more lessons in this respect, as there are flairs of blue, yellow and red in each pose. This also helps the player to quickly orient the character in space at a glance.

Summary: cut back to a couple of shades of a few hues, shade only to focus on key areas of the character, give each hue a relatively balanced presence, consider asymmetry for flow.

Offline Bhalzak

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Re: Template for character

Reply #12 on: March 10, 2009, 11:16:49 am
Thx to All ^^
I've understand,and try to follow those advice!

Edit:
->
prepare myself to die XD
« Last Edit: March 10, 2009, 11:56:49 am by Bhalzak »

Offline EyeCraft

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Re: Template for character

Reply #13 on: March 10, 2009, 02:29:11 pm
That's an improvement, but here's the kind of thing I have in mind:



Asymmetrical pose, face given more flexibility for expression.  :)

Offline Bhalzak

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Re: Template for character

Reply #14 on: March 10, 2009, 04:31:40 pm
Little Edit


Offline infinitegames

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Re: Template for character

Reply #15 on: March 10, 2009, 10:51:53 pm
The lower outline is way too harshly different from the above one. Otherwise it's looking better and better.