AuthorTopic: Anatomy Break  (Read 25573 times)

Offline xhunterko

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Re: mebe not

Reply #30 on: July 12, 2009, 06:59:48 am
Yes, I know what some of you are going to say. WHAT THE HELL ARE YOU STILL DOING PIXELING!? I can't help it really.



I took my time and redisgned reshaded it. I tried to make it a bit more shiny by adding a fourth shade on the edges and making the shadow darker. I played around effects in Gimp until I got what I thought was right. Then went over to graphicsgale and pixeled it. I do not particularly like the glass dome. Perhaps I wrapped the lightest shade too far or something. I'm also going to probably have to reshade the right leg. I redid the laser emitters. I think I have the shading right on those.

As usual.
CnC please.

Offline Sokota

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Re: mebe not

Reply #31 on: July 12, 2009, 07:27:04 am
Yes, I know what some of you are going to say. WHAT THE HELL ARE YOU STILL DOING PIXELING!? I can't help it really.
I don't usually post much critique but dude. I'm noob just like you. Don't stop pixelling. No one here wants you to stop. And if you don't keep trying, how will you learn? If you look at my Stasis topic, you'll see what I mean haha. I have not the slightest clue of anatomy but they are helping me and I'm trying to do what 'they' say. Anyways, as for critique on your machine. You did make it look shinier, but what bothers me is the construction. Aside from the fact that it might have super magnetic feet to offset the weight the lasers have, and not make it fall over, would be a good way to get around the construction. I think that you should add two more legs to give it a more solid construction. (Add them into the back, and make them darker, etc). I also think you may not like the glass dome because it is much wider than the laser balls, and throws off the shape the a bit. Also perhaps you should define what the green thing is a bit more. Keep up the work, man! Are you making this game with Gamemaker?

Sokota

Offline xhunterko

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Re: Boss Update

Reply #32 on: July 14, 2009, 03:19:35 am
@Sokata: No, I'm not using gamemaker, but MMF2. Not that I disrespect your choice though. The only other game creation tool I have slight disrespect for is RPG maker.



I attempted to stabilize it by adding the third leg as suggested. Though I don't think that it's shaded correctly, I'm not sure. I also tried to increase the body a bit to put the arms in a better positions. What I don't like is now it looks a bit static. I'm going to add another joint section to the arms for more accuracy. I moved the bottom laser to the center, which I like. I think it tells people what it does more correctly now. That's all from me.

CnC please?
« Last Edit: July 14, 2009, 03:22:07 am by xhunterko »

Offline Ryumaru

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Re: Boss Update

Reply #33 on: July 14, 2009, 04:26:10 am
When you're shading metal, changing hues in your palette can help in rendering it realistically. Metal reflects a lot of light, often reflecting colors from it's surroundings. I employed this on the joint of it's leg, and also made it completely circular. I doubt the current oval shape would do it much good.

In a bit of a hurry, hope this helps.

Offline Sokota

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Re: Boss Update

Reply #34 on: July 14, 2009, 05:21:22 am
If I am correct, I don't think you would see the hinge or joint connecting the back leg. If you want to animate it, the leg is shorter than the others. Good choice on the green thing. Perhaps you should make a laser come straight down and sweep the ground back and forth, whereas the lasers are just like, supernukelasers and one blast shot things. Up to you, just offering a suggestion. I think you should shade the glass dome more on one side, as this will give you a light source to match the shading of the laser generators. Another nitpick would be that the arms aren't center on the laser balls. Draw a line and they are on the bottomish. Might want to center that if you want them to swivel nicely. Well, good luck on this! I'm assuming this boss would move back and forth, right?

Sokota

Offline Dr D

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Re: Boss Update

Reply #35 on: July 14, 2009, 07:13:07 am
You're still having numerous issues that the solutions to have already been mentioned. Perhaps you're doing changes, but you're not doing them on a big enough scale? I think you really need to absorb the advice given to you, and apply it as best as you can. Over do it, even; show us that you're taking this in and understanding it. Anyways, among the issues, most prominent are shading and perspective. Colors aren't the greatest either.



Your back leg needs some work. I made this edit to demonstrate some issues bothering me about it, namely, the back joint, as Sokota mentioned isn't in the correct perspective. Don't know if it should be visible or not, but it shouldn't be intersecting the legs at the axis they rotate. Right now all 3 joints are facing us.

Your shading could use some work, too. In the most recent example, the bottom section of the back leg was lit/shaded similarly to the top portion. This makes it seem as if both sections are not connected, and like the example in my edit with the red X on it, to me. Your light sources over the entire image are confused. I shaded the edit with the light coming from above because I wasn't sure. Half of your robot make it appear as if the light is coming from the top left, but due to mirroring, it also seems as if it is coming from the right in some parts, and straight above in other parts. (I don't think the 'edge' highlight on the sphere works, btw. Spheres don't have edges.) And I just realized that the sections for the arms and legs are round, not square, unlike how I shaded them in the edit. Sorry for that. (Maybe making them -your entire robot- edgy would be a better choice, though?) Don't forget about cast shadows, either. I don't think there'd be so much light hitting directly underneath the main section of the bot, on the legs.

I know you've been told a million different times that your colors need de-saturating. And I know you're going for a look that is much less than realistic, however, saturated colors do not a cartoon make. Don't be afraid to drop that saturation way, way lower. I would also personally, never use pure grays, they're dull and boring, but Ryumaru already covers this so I'll leave you alone on it. You should read up on some color theory to find out how to achieve the best results. You could even implement those greens into what would likely be a blue-gray tinted robot. Just experiment with it, don't be afraid to step outside of your comfort zone.

As for the robot design, I think you'd fare off much better cleaning up your lines and jaggies, and try to go for a more symmetrical, even look. Much like with what Ryumaru pointed out with the oval joints.

I also dulled the tips of the legs so the bot would appear more stable.

The last portion of my edit was just me screwing around, but looking at it now, I think I can raise a good point with it. You need some details. Currently, you have this flat shaded, incredibly plain and basic looking robot (no offense). You can keep the same design, but I think it would make it look 10x more interesting if you threw in some little technical details. Mechanical parts and whatnot.

And I just want to say, I don't think you're pissing anyone off, and even if you are, so what? As long as you are courteous and respectful of the advice given to you, even if you don't agree with it, and respond that way, and show us that you're trying to improve rather than wasting our time, then all should be well. This is all about you, not anyone else. Don't let others get in the way of your improvement.

Keep up the good work. You've improved a lot since you first showed up here. And again, don't be afraid to step outside of your comfort zone.
« Last Edit: July 14, 2009, 10:56:24 pm by Dr D »

Offline xhunterko

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Re: Boss Update

Reply #36 on: July 14, 2009, 08:29:31 pm
@Ryanmuru: That is exactly the type of joint I was going for. I think I see what your going with for the lighting colors though. The only problem is just how much and where it should be placed is a slight problem. I was worried about the mirroring aspect a little bit of having people accusing me of mirroring. But I thought, this is a mechanical piece, why not? Shouldn't be a problem to fix the oval though.

BTW, I quickly brushed over an article on colors while looking for a cough(rotation tool)cough. It showed how some colors paired with others to make it look okay. I thought, that's interesting, and skipped it like usual. Now I wished I hadn't. I know someone said something about grey and brown working together. And now blue and grey. Is there some formula to this? I'm going to try to look for it again.

@Sokota: Yes, the boss does move back and forth. In the first boss post, you should see how the green laser and the red ones behave. The green acting as a primary and the red acting as a charged shot. With the feet being another sharp weapon. I agree about the shading on the dome. I did a dirty tool edit where I accidently did that. I'll see what I can do about the postion of the laser orbs. I'm going to change they're structure a bit though before I do that.

@DrD : You are correct about the mirror shading. I was debating as to whether or not to leave it as is or go with a top down shading on it. Perhaps I should do that instead? I'll probably go ahead and leave the back joint out. Your right about that. I was thinking of adding a smaller section beneath the down so the legs can connect with that. But couldn't get it to look right. Since this is metal, I figured the best way to make it look brighter was by increasing the saturation. A lower saturation would probably make it look dull though right? (Unless, that's you use lower sat in the finished leg edit, haven't checked your numbers yet.) I can mix styles right? Having non cartoony bosses and SD characters can work right? Minus the lighting issue ryanmurur pointed out, I thought about the grey as, hey, it's a robot right? Any tips on fixing jaggies and how to spot them? I have some line examples somewhere that I can look at. But those are all at different angles. I do love your square shaped design though, it helps bring out what your trying to say. And I will definately check that detail issue.

(if an admin sees this part and it's against the rules, please delete it)
"And I just want to say, I don't think you're pissing anyone off, and even if you are, so what? ":
Not wanting to recieve a pm that starts with the attitude of 'go draw some s- around your room, and s- like that'. Is a good reason for not wanting to piss people off.
(end admin notice)

One more thing before I go pixel.

"I think you really need to absorb the advice given to you, and apply it as best as you can. Over do it, even; show us that you're taking this in and understanding it."

What would be the best possible way that I could do this? I know it's not, directly using someone's edit. Because that's not learning. Yet what if the edit they give you is the only way that sprite could turn out? Then what do you do?

Thanks for the crits all! Hopefully a pixel up soon.

Offline xhunterko

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Re: Boss Update2

Reply #37 on: July 15, 2009, 12:27:37 am


I think I missed what you wanted for the back leg. Now it looks a little too dark. I left some areas unshaded because I'm not sure how to do those yet. I don't know if I should just flip the shading, or do something else with it. I went with a top down then from the right in some places. Did I address some of your concerns? Must take a walk now.

CnC please?

Offline Pawige

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Re: Boss Update2

Reply #38 on: July 15, 2009, 01:37:19 am
Here's an illustration of how the joint would probably look on the middle leg.

Offline xhunterko

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Re: Boss Update3

Reply #39 on: July 15, 2009, 03:55:11 pm
Quickly while my coffee is brewing.



At pawige: that has got to be the most unique crit edit I've seen so far. Are you using blender by any chance?