WIP (Work In Progress)
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lilaclona
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Quote lilaclona Replybullet Topic: my pixel logo
    Posted: 19 July 2009 at 12:57pm


I realize that this still needs a lot of work, but I'm posting it anyway.
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Hatch
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Quote Hatch Replybullet Posted: 20 July 2009 at 6:52am
Her arms are much too large. Can you sort of explain what your goal is? It's a bit random at the moment, what with the guy's head floating there and all.
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lilaclona
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Quote lilaclona Replybullet Posted: 20 July 2009 at 9:11am
My goal is to make a larger and improved version of my old logo http://img.photobucket.com/albums/v296/loontje/doubletroublestudios-1.gif I'm supposed to be holding a pencil and a mouse. The guy (who is supposed to look like my buddy Roger) is holding a pencil and an eraser. I'm not really satisfied about the way her arms look right now either. Thanks for pointing that out. 
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Hatch
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Quote Hatch Replybullet Posted: 20 July 2009 at 12:40pm
k, well, you've got some serious issues with anatomy and anatomical proportions at the moment aside from the arms. You really need to think about bone structure wen drawing the human body. It helps to start with a wireframe, and to keep an anatomical proportions reference chart handy.

You should also consider a more exciting, dynamic pose. You're just kind of standing there at the moment. I mean, even if it's SUPPOSED to look like you're just standing there, there are more interesting ways to do it. Look at this recent thread. Notice the edit ThereIsNoCure did down a ways and the subsequent improvements made by theguy. The character is still "just standing there", but it's much more interesting to look at, ya know?

Edited by Hatch - 20 July 2009 at 12:40pm
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A.B. Lazer
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Quote A.B. Lazer Replybullet Posted: 20 July 2009 at 2:29pm
Priority of next steps:
1. Find any anatomy tutorial - basic proportions work even with 'cartoony' characters (for example hands when hanging down will end at 3/4 height of the leg). And use mirror when in doubt. As Hatch mentioned, when you know all the bones which are inside, it is a lot easier to draw the outside view. Because you understand what happening and why.
2. Don't bother with shading until you'll be more or less satisfied with overall shape. Making the shape is main stage of drawing, different people do it differently - some use big brush and draw guiding blobs, some draw many lines, some skech on paper then trace the result.
3. Outlines. Even if you don't use black outline, edges of things usually flow smoothly. They change direction only when needed. Learn how to draw basic shapes in pixel - circles, 30 and 45 degree angles and such. Best pixel works rely heavily on very basic shapes (see eBoy for example). Logos are basic even more and usually based upon single circle, triangle or rectangle (Pepsi, Mercedes-Benz, old logo of Electronic Arts) with some letters.
4. Colors. Don't use too many. Number of colors doesn't have relation to quality. So pick them only when they are needed (to show a shadow, for example). Experiment on yourself or you may nick some existing palettes from videogames or from sites like http://www.colourlovers.com/
Skin not really need to be of skin color if it looks funky with other colors.
Again, best logos tend to use minimum of colors (1-3, because nobody knows what surface it will be printed on and which paint will be available) and rely solely on simple, but clever and refined design.

On poses - you may hold pencil like it is a sword, arrow, hammer or something else.

Edited by A.B. Lazer - 20 July 2009 at 2:40pm
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