Collaborations/Challenges | |
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Limes
Commander ![]() ![]() Joined: 15 September 2021 Online Status: Offline Posts: 671 |
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just add another highlight. Great first post, head is my only problem with the pic.
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knunery
Seaman ![]() ![]() Joined: 02 December 2014 Online Status: Offline Posts: 4 |
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Should I submit this to the challenge? What should I improve on?
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jalonso
Admiral ![]() ![]() Joined: 12 January 2022 Online Status: Offline Posts: 13537 |
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Originally posted by knunery
Should I submit this to the challenge? If you are happy with it, yes. Originally posted by knunery
What should I improve on? The claw highlights are a bit rough. |
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Splurge
Seaman ![]() ![]() Joined: 15 December 2014 Online Status: Offline Posts: 14 |
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Originally posted by BathMaster_2000 You could boost the contrast on the piece to make it more readable... it took me a while to see the mouth. Fair point I guess. I changed the face a little to give a stronger suggestion of fangs. However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept. Final submission: ![]() Final, final submission! Reworked the scales on his lower half's back, to help the horizontal animation direction: ![]() Edited by Splurge - 15 December 2014 at 3:29pm |
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BathMaster_2000
Commander ![]() ![]() Joined: 28 August 2015 Online Status: Offline Posts: 84 |
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Originally posted by Splurge
However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept. I see the problem you have. ![]() ![]() |
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dwere
Seaman ![]() Joined: 14 December 2014 Online Status: Offline Posts: 1 |
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Originally posted by skamocore
Nice idea, but the max canvas is 128 x 128. I don't know how did I miss that. Is it accepted to edit the submission during the voting period? |
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Splurge
Seaman ![]() ![]() Joined: 15 December 2014 Online Status: Offline Posts: 14 |
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Originally posted by BathMaster_2000 Originally posted by Splurge
However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept. I see the problem you have. ![]() ![]() No matter. I think he'll let his flamethrower do most of the talking. |
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