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Author | Message |
PanicBomber
Midshipman ![]() ![]() Joined: 28 October 2008 Online Status: Offline Posts: 38 |
![]() ![]() ![]() Posted: 04 February 2010 at 10:56pm |
howdy. Ive been working on this in the side of my mapscreen project.
This is what ive got so far. I used Jin kazamas pose as reference. And btw i want the head to be bigger than it normally should be! ![]() |
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PanicBomber
Midshipman ![]() ![]() Joined: 28 October 2008 Online Status: Offline Posts: 38 |
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![]() here is a bit update |
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NaCl
Midshipman ![]() ![]() Joined: 20 December 2008 Online Status: Offline Posts: 69 |
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The head and neck seem to large and buff in comparison with the body. It seems to me that you were working hard on one piece, getting it just how you wanted, then working on another. For instance, you just did the head and face, then added a neck, then drew an outline of the body and started working on the details of the torso, leaving the legs just an outline.
This is not a good workflow, for drawing or pixel art, or any kind of design at all. You want to start with something easy to produce, and inexpensive to modify, then work down from there. It's top down design. So for instance in art, making a rough sketch of your guy, modifying it so it looks how you want it to, then going down to the next level of detail by blocking out the forms, and modifying that until it looks how you want it to. It's a problem I struggle with personally, not looking at the whole thing, but focusing on getting the details right. But when you don't then you have some well done details that don't add up. Like when I look at this guy you've drawn, then each bit is actually fairly well rendered, but it doesn't add up into one well rendered guy. I could give some anatomy crits and stuff but I think the most helpful thing would be to do what I've describe, design top-down. |
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PanicBomber
Midshipman ![]() ![]() Joined: 28 October 2008 Online Status: Offline Posts: 38 |
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![]() what about now? i made the neck thinner. |
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PanicBomber
Midshipman ![]() ![]() Joined: 28 October 2008 Online Status: Offline Posts: 38 |
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![]() The character got a name now. "Yuuto Hayabashi". Remade some shading etc. |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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Totally agree with NaCl. Each of these parts are well or very well done (love that face), but don't work so well together.
Whatever reason you have for making a big head, it does look too big. Wider shoulders might help. I don't understand the hand gesture: is he holding his wounded arm, or rolling up his sleeve? The pose is a bit static, esp in the legs. Good shading and colors, just mix colors from the different parts. The pants might use that darkest purple, for instance. Now you're not gonna like this, but I'd suggest to redo the whole thing, the way NaCl said. It's not that bad actually, because you'll re-use the solutions you found for the parts (shading) so it should be much quicker. And better! Edited by Manupix - 06 February 2010 at 6:53am |
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PanicBomber
Midshipman ![]() ![]() Joined: 28 October 2008 Online Status: Offline Posts: 38 |
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alright, ill give it a fresh start :)
i also tried to make more hues for the palette, and i think i succeeded now :p on some level Edited by PanicBomber - 06 February 2010 at 7:33am |
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rustEdge
Midshipman ![]() ![]() Joined: 13 November 2017 Location: Canada Online Status: Offline Posts: 59 |
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Art style feels Akira Toriyama-inspired. [DBZ, Dragon warrior, etc.]
I think it's good to use his manga as reference for your body forms. Even though they are anatomically grotesque, they tie in well with the kind of facial features that his characters have. Oh, and the proportions of the bodies are also easier to study. A lot of artists I know personally who are anime-inspired started out this way. But instead of learning the art style, learn how to break down the anatomy into basic forms. Then start refining the style. |
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