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Grim
Seaman
Joined: 29 November 2021 Online Status: Offline Posts: 14 |
![]() Topic: Platform Sprite WIPPosted: 06 September 2008 at 4:34pm |
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Kso I'm making a platform sprite :O.
![]() Current:
![]() I used a maplestory sprite as a reference:
![]() C+C pl0x :[
Edited by Grim - 06 September 2008 at 9:37pm |
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Monkey 'o Doom
Commander
Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
![]() Posted: 06 September 2008 at 6:58pm |
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Okay, so you start to draw a human figure. You have a problem: what shapes do the body parts take?
Originally posted by Grim
I used a maplestory sprite as a reference: You decide to copy Maple Story. Now you have two problems.
Srsly, though. Use people as a reference if you're drawing people; once you understand the nondeformed human, you can deform it to emphasize aspects. A few general points about the anatomy as of now, large head notwithstanding: the feet are too tall; legs are considerably smaller than the body. From what I can see, he has no groin region, and even eunuchs have hips. A neck would look dandy, and he should have knees, I'd say. Selectively omitting body parts is a slippery slope, unless you've a character that's obviously not human. (Master Hand, lawls.)
As for what you've now, it's not terrible, but you can definitely do some to improve it. Firstly: your shading is off a bit. You're coming dangerously close to pillow-shading in some areas, where you have one bulge shaded like a portion of a sphere and the extra area is filled with gradations of brightness, lightening towards the center. This happens on the lower part of the head and on the legs. You also tend to darken things next to your outlines regardless of actual shadowing, like on the distant arm and on the pants.
Another small issue is that the chest and feet look too rounded. A male chest is generally closer to a plane or two than two spheres (what you basically have now, as indicated by the small highlights in the center of the midtone-filled area), except in the case of manboobs, when you might have two rounded and stretched cones, approximately. As for the feet, they connect to the legs with a diagonal line of shadow cast by... what, exactly? Some ankles, implied at least, would help the legs a long way, and if you look at feet, you can see they're more like a heel sphere connected to a cylinder at the ball of the foot than the ellipsoid chunks you have now. You can argue for "stylistic choices," but you need to understand the subject matter well to make a good choice about how to render it.
Whew, long post. Don't be scared away if it's oppressively wordy; just try to fix one or two things and show what you get. Good luck.
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Sporknife
Seaman
Joined: 02 August 2017 Online Status: Offline Posts: 36 |
![]() Posted: 06 September 2008 at 6:58pm |
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His arms and legs are too short, and he seems to be lacking elbows and knees. The elbows and knees arent there in the reference, but yours has more of a realistic look to it, so you should.
edit: holy same post time batman Edited by Sporknife - 06 September 2008 at 7:00pm |
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Grim
Seaman
Joined: 29 November 2021 Online Status: Offline Posts: 14 |
![]() Posted: 06 September 2008 at 8:29pm |
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I think I only half understood what you said @_@
![]() But I added moar elbows, knees, somewhat of a neck, edited the muscles (I think in accordance to what you said), elongated the legs and arms, and attempted to manage his various groin problems
Though for gameplay aspects the big head adds more customization (Accessories etc)
Any better?
A few more updates:
![]() ![]() Current:
![]() Feel free to edit my image and give me a visual example of what you mean :/
Edited by Grim - 06 September 2008 at 9:53pm |
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