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Baal & Friends

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=5608
Printed Date: 12 September 2025 at 6:32am


Topic: Baal & Friends
Posted By: Tarenken
Subject: Baal & Friends
Date Posted: 19 December 2007 at 1:57pm

I left my home forum for you guys since I got NO crit there. Don't let me down.



Replies:
Posted By: greenraven
Date Posted: 19 December 2007 at 2:11pm
We'll give you all the crits you can handle... and then some. 

Anywho, this looks good. But a little bit more info on what you are trying to achieve would be nice. Seeing how this thing has no arms I can only assume it's not human, because if it is... oh boy.

Other than having no arms and the crotch area looking a bit odd, this looks pretty good. Good luck with it.


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"pwnage comes with patience, practice and planning." ~ Jalonso   


Posted By: Tarenken
Date Posted: 19 December 2007 at 2:31pm
Hmm... I don't have much basis on what to improve it on, any crit on the ab/crotch area anyone?
And yeah Green, it's not human. Not quite. XD


Posted By: NotSure
Date Posted: 19 December 2007 at 11:12pm
It is hard to see where you want to go with the picture.

What stands out for me is the lack of symmetry. If you have any training or have any information on guidelines and construction, then this is a good place to start.

I would suggest that if you are wanting to give the character a flexible spine similar to a snake, or lizard, let the shoulders and hips flow with the spine/tail. Without being able to draw up some examples it is very hard to show what I mean. If I could just upload pictures here, then I would be more willing to draw up examples (hint hint).

The tail lines do not flow into each other. Imagine the left centre appendage is invisible and mentally run the outline of the tail together. You have visible lumps along the tail.

Finally, it is seldom a good idea to face the character directly down the camera. This is your artistic decision, but this is one of the Disney "rules" I was taught back when I was getting my training.


Posted By: NotSure
Date Posted: 19 December 2007 at 11:21pm
I see you also asked about the crotch area. This is more advanced stuff, and you need to be able to visualise in 3D using nothing but your imagination. So I was not going to get into this part.

The rule is to not add any line, no matter how good it looks, anywhere where it may confuse which mass (body part) is in front of another mass. The lines cross over the lower torso so he looks pigeon groin (think pigeon toe, but in the hips)

You have also positioned the groin flat to the camera. This backs you into a corner. If you reposition the hips slightly to face screen right, you will be able to position screen left upper leg across the lower torso, while moving the upper leg screen right behind the lower torso so it becomes part of the silhouette. This would push the screen right leg into a better position as well.


Posted By: Tarenken
Date Posted: 20 December 2007 at 7:56am
Okay, it seems you've had some kind of professional training, but this is what I was able to grab from your crit:

-Angle the groin to the right more
-Remove some of the lines on the groin
-Change the tail to remove 'lumps'

I'll do all that once I get my other requests done, I'm pretty backed up right now. But I'll post them in this thread, possibly, and once I fix this guy up a bit more I'll post him.
If you need somewhere to upload, try Tinypic.com or xs.to.


Posted By: NotSure
Date Posted: 20 December 2007 at 11:20am
And symetry, do not forget the symmetry. One rule is to never try to make any charachter too perfect, but that needs to come second to making all masses even. The most striking is the leg length. I don't know what you want to do with them, but as they are, one is longer than the other. You do not have symmetry balance problems in this picture, but that is a common mistake as well. The most common balance problem appeares in animation where one ear is locked to the side of the head, and the other ear goes where it looks best, but floats up and around the side of the head. This is why construction lines are useful. You know in seconds if your body parts/facial features are in their correct positions, no matter what weird position the charachter gets in or how much you stretch the head and push the face in.


Posted By: Tarenken
Date Posted: 20 December 2007 at 11:28am
Thanks for the help... even if I didn't understand most of it. I'm a pretty crappy traditional artist and have never taken a class, besides school or whatever.
but yeah, I took what of your advice was easiest to understand and fixed him up a bit.



Posted By: Tarenken
Date Posted: 21 December 2007 at 7:37pm
*shoots head* PERSONA


I dunno how many sprites I'm supposed to have per thread, but I don't want to flood the forum, and these are all from my Persona request shop on another forum...
I hate the first and last ones, but I'm proud of the second.



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