Come Nerevar, friend or traitor, come - Dagoth Ur

Come Nerevar, friend or traitor, come - Dagoth Ur

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Come Nerevar, friend or traitor, come - Dagoth Ur

Title: Come Nerevar, friend or traitor, come - Dagoth Ur
Pixel Artist: Cronos  (Level 3 Game Boy :: 1313 points)
Posted: 12/6/2022 13:38
Palette: 13 colors
Statistics:  2 comments    1 faves    0 avatars

Hello everyone, today I want to share this design that I made together with a friend (@Gendocat) who was fundamental when I was able to make this design of one of my favorite villains from the Elder Scrolls saga (Morrowind). 

My idea at the time of making this design together was to create the Dagoth Ur mask with the symbol of the sixth house in the background, this in order to associate the mask and the symbol as the same object. 

I hope you like the design, and thanks in advance for the help of @Gendocat


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Cronos (Level 3 Game Boy) @ 12/6/2022 21:43

Oh thanks, actually the design had a more subdued color, and we both agreed that these colors would work as "gold". We looked at various references and agreed that these shades were appropriate based on the various references for the mask. On the other hand, the DF is my watermark on every illustration I make. I really appreciate your feedback, and I will apply those recommendations to the design of indoril Nerevar that I hope to do soon.

StevenM (Level 7 SNES) @ 12/6/2022 19:51

There's a "DF" hidden in the bottom-right of the background.

There's 13 colours in the palette but if you start compressing that number down, you don't see any notable difference in the picture even when you get to 9 colours. At around 8 it almost seems like the contrast in value is an improvement. That's because the reduction of colour means a stronger distribution of value.

At the moment there isn't an even spread of value across your palette, and a lot of colours end up in a relative clump. What could be anti-aliasing around the bottom of the mask, or the circular structure around the face, comes off as pillow-shading since it seems to reach toward the middle of each segment, with a highlight in the very middle of those segments. Because of how strongly saturated your yellows and reds are, they don't give the impression of a gold mask, but something made of cheese. You want something more subdued, with much less red - shifting hues makes sense normally, but in this case you want the impression of muted gold.

Getting the impression of gold or metal or rock or any surface across in pixelart is difficult because we're trained as artists to look for gradients of colour and nicks and scratches of detail []. But with a limited resolution and palette, and perhaps a more limited understanding of art, we have to rely on the basic conveyance of edges, planes where the light doesn't reach, and highlights on the edges closest to where we face. Rather than thinking of the mask as an outline or series of lines to fill in with colour, it may be easier to try and think of how a block would react to light being cast on it (which sides of the block would be darker, which edges of the block would be brighter) and apply that logic to something more complicated like rock formations, and then bring that knowledge back with you to attempt the mask one more time.

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