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RollerKingdom
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Quote RollerKingdom Replybullet Topic: Knovy Spength (Original hero)
    Posted: 11 May 2010 at 1:33pm
It's been a quite weeks*? I've been out of pixeling
and I decided to create a new piece..
Possibly going for a large canvas.. not too big and not too small..
I really want to work hard on it therefore I came to the right place ;)

Background info:
The hero contains an unique costume that is a mask joined with the suit of
 the body.. basically his right side chest area is exposed while the rest is
covered. The power of the hero is speed & strength.


What I need:
A name for him..
What color could be..
the suit?
Skin?
Hair?
I also plan to work with a limited palette for him..

Sorry for the bad scan quality..


pixel sketch:



Edited by RollerKingdom - 15 May 2010 at 9:31am
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Quote RollerKingdom Replybullet Posted: 11 May 2010 at 3:33pm
Basic Palette choice..
which one do you think would be better?

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PixelSnader
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Quote PixelSnader Replybullet Posted: 11 May 2010 at 4:17pm
A smaller canvas would be wise.

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Quote RollerKingdom Replybullet Posted: 11 May 2010 at 4:50pm
I want to create something on a big canvas :/
I don't mind if I need to add more colors to make it more detailed..
my goal is to complete this with a nice outcome :D
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Quote RollerKingdom Replybullet Posted: 11 May 2010 at 5:59pm
Update.. Color with basic shades and then going for details and refining it after

What do you think?
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Quote kenpokis Replybullet Posted: 11 May 2010 at 6:43pm
I'm not really digging the hair. I dont know maybe try something with a little more depth. Try something like cloud strife's hair? Also I think you have some anatomy issues, the chest area doesn't seem quite right. I'm not expert so i'll let someone else explain better.
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Quote RollerKingdom Replybullet Posted: 11 May 2010 at 6:48pm
I actually like the hair because it's unique, maybe you will prob like it after it's done.. this is just a color with basic shading..

I've worked a bit more around the face..
Should I keep the dark shade of the left eye on the mask like the first example or not? The second example has some eye lashes added.. should I include it? Also what do you think of the face so far?





Edited by RollerKingdom - 11 May 2010 at 7:43pm
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Quote PixelSnader Replybullet Posted: 12 May 2010 at 12:26am
Very well then. Your anatomy is pretty much nonexistent, both in the face and in the body, and the face isn't anywhere near symmetrical either.

I think you're not thinking shapes, instead thinking lines and areas.

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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 12 May 2010 at 3:37am
actually i am thinking shapes, if you check my gallery, i call this a big improvement of doing it by myself.. but i am also here to learn.. so if you would like to demonstrate how it should look I will be with my eyes wide open to learn.


i've also decreased his head a bit, is it better?



Edited by RollerKingdom - 12 May 2010 at 3:41am
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cure
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Quote cure Replybullet Posted: 12 May 2010 at 10:31am
use reference images to correct your anatomy.
you've cut off the body in a bit of an odd way/place, be careful of that when creating a bust.
also pose is pretty boring and the guy's center of gravity is off (leaning backwards)
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Quote Ninja Crow Replybullet Posted: 12 May 2010 at 11:38am
Hey, Roller, nice to see you with a new project here!

I wouldn't want to be too presumptuous about what your picture may need (for example, I don't know how realistic you want it to be) but what I think I can do is give advice based on what I myself would do with a picture like this, and you can use anything that you think helps, and discard anything that you think doesn't match what you're going for.

Okay, I hate to point out something that may take up more time than you want it to, especially since you are working so hard and impressively quickly on this, but what I need for this image is an anatomy makeover (you are close, though, so don't worry too much). So have a look at these links:
What will people think about my Google search history?!
I myself have drawn countless muscular torsos since I was a kid and started reading comic books, and also studied anatomy based on older references, like these sketches from Leonardo daVinci. I don't know how much you trust my opinion (especially once I start tellin' you to do a whole buncha wooork!) but for me, I would never attempt a cool picture like yours before thoroughly practicing with the references I've provided.

So here's where you're gonna hate me: Please look carefully at the first set of pictures I linked to, and make a sketch of each one on a piece of paper. To put my money where my mouth is, I've done it, too. It took me about twenty minutes:
A few sketches.
Trust me, it's time well spent! Think of each minute doing this as investing a thousand dollars into a fund that represents your future as an artist - and then imagine how much that investment will pay you back (with interest!) every single day of your life!

I'll give you any actual tips I have on this particular character once you post your sketch sheet.

Thanks, and I'm looking forward to it!

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Quote RollerKingdom Replybullet Posted: 12 May 2010 at 12:07pm
I was working on it before I saw your post.. I decided to make his pose less boring and did this.. but Ill work on the sketches right now..



Also here are the sketches
GOSH SO HORRIBLE.. looks like a 5 yr old sketch X_X
http://i44.tinypic.com/33bnurd.jpg


Edited by RollerKingdom - 12 May 2010 at 12:52pm
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Quote RollerKingdom Replybullet Posted: 12 May 2010 at 1:07pm
Also after doing those sketchs I've noticed that my original abs are so odd LOL, fixed it a bit more..


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Quote Ninja Crow Replybullet Posted: 12 May 2010 at 1:19pm
Hey, not bad - was it fun? (I had fun!)

I think you'll notice right away that of your four guys, the one on the lower left has an arm that is too short (his right). The bicep area needs a distinctive volume of space below the shoulder as much as the shoulder needs its own volume. And his left forearm is too long, with too small a hand - but otherwise, you did really well!

Were you able to recognise the muscle groups as you drew them? I'm happy to see that you depicted the obliques (one on each side of the abdomen, just above the waistline - briefs' waistbands snug up under them usually) and got the navel in the correct area.

Did you visualise proportions as you sketched the shapes and outlined the volumes? Did you picture the image or a "balls & rods" version of the image on the paper, and draw around it? If you can mentally project a skeleton onto the page as you draw, then it becomes a lot easier to say things like "oh, that arm is way too long" or "I didn't give enough length to the torso" and so on.

And most of all, did studying the references give you any clues on ways to improve the anatomy of your own image?

I think it would be really great if you could post your thoughts on the sketches you drew - with your own "as-harsh-as-you-can-make-it" c+c (e.g. which one was the hardest to do?) - so that we can both be in the same mindset when we discuss further details.

(p.s. how would you feel about drawing a red "balls & rods" skeleton (circles for shoulders & elbows, a line for the spine, etc.) on top of each of the reference images to practise seeing anatomy proportions? You could then draw similar skeletons on top of your sketches and compare them - there's nothing like comparing two images to learn how they tick!)

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Quote RollerKingdom Replybullet Posted: 12 May 2010 at 1:48pm
Originally posted by Ninja Crow

Hey, not bad - was it fun? (I had fun!)

I think you'll notice right away that of your four guys, the one on the lower left has an arm that is too short (his right). The bicep area needs a distinctive volume of space below the shoulder as much as the shoulder needs its own volume. And his left forearm is too long, with too small a hand - but otherwise, you did really well!

Were you able to recognise the muscle groups as you drew them? I'm happy to see that you depicted the obliques (one on each side of the abdomen, just above the waistline - briefs' waistbands snug up under them usually) and got the navel in the correct area.

Did you visualise proportions as you sketched the shapes and outlined the volumes? Did you picture the image or a "balls & rods" version of the image on the paper, and draw around it? If you can mentally project a skeleton onto the page as you draw, then it becomes a lot easier to say things like "oh, that arm is way too long" or "I didn't give enough length to the torso" and so on.

And most of all, did studying the references give you any clues on ways to improve the anatomy of your own image?

I think it would be really great if you could post your thoughts on the sketches you drew - with your own "as-harsh-as-you-can-make-it" c+c (e.g. which one was the hardest to do?) - so that we can both be in the same mindset when we discuss further details.

(p.s. how would you feel about drawing a red "balls & rods" skeleton (circles for shoulders & elbows, a line for the spine, etc.) on top of each of the reference images to practise seeing anatomy proportions? You could then draw similar skeletons on top of your sketches and compare them - there's nothing like comparing two images to learn how they tick!)


Yea it was a bit fun although when it comes to anatomy with me it is always stressful lol..
About proportions I guess I didn't visualize them too well so therefore some of the sketches came with long arms, short arms, small hands and etc..

In my opinion the hardest one was the second one with the angle..
it changes the site of view and drawing.. But I did indeed learn some stuff and applied it to my characters, especially the abs.. they are MUCH better now I would say.. here's another update on the abs



and I will try that later of sketching over ref. pictures, for sure I know it will be helpful, plus I will try to make sketching more of my daily thing to do so I can get the hang of it..

So far with the latest update I think I've corrected myself a bunch of anatomy problems it had at first.. but Ill keep trying my best to keep fixing it..

Thanks for the help!
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Quote onek Replybullet Posted: 12 May 2010 at 2:12pm
i think u should remove those body-paintings before u work on anatomy, theyre kinda distracting i guess, also itll be much easier to do them afterwards when u got the volumes right...
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Quote RollerKingdom Replybullet Posted: 12 May 2010 at 2:23pm
Thanks for the tips onek.. i actually think they kinda help me during fixing it haha no clue why >_<
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Quote cure Replybullet Posted: 12 May 2010 at 2:41pm
I'd worry more about the general relative forms of the parts of the body than muscle definition. you seem to be defining them using line, but shape and form are of more importance at this stage.
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Quote Pragz Replybullet Posted: 12 May 2010 at 2:49pm
Hello - I'm new here. :)
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Quote RollerKingdom Replybullet Posted: 12 May 2010 at 3:11pm
Thanks for the refs pragz.. Ill be looking forward to apply somethin from them into this..

@Thereisnocure: Im not too sure if im doing it right but I tried workin a bit more around what you suggested..


Looks better than before?
By the way as I scroll up and down and I can see the difference and body improvement already since the first post :D that gives me the jumps inside my head


More update


Worked on his left arm.. and added fingers like grabbing his hair

a bit more of the shading and etc



Edited by RollerKingdom - 12 May 2010 at 8:54pm
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Quote Ninja Crow Replybullet Posted: 13 May 2010 at 11:23am
I agree with onek about waiting until you're done to put on the body painting/suit. It may seem a pain, but I really think you would benefit from the effort.

And those are great references, Pragz.

These are things that I would fix to suit my own tastes:
  1. arm on our left (his right) is too short above the elbow - there is not enough difference between the shoulder and the bicep/tricep area
  2. arm on right (his left) would thus also be too short from elbow to shoulder
  3. forearm on right is pretty good, but I do not think the fingers of that hand could possibly be long enough to be seen at the back of the head like that (try it yourself in a mirror, and I think you'll notice that the forearm would have to be nearly level for the hand to reach that far)
  4. the eye looks pretty good, but the expression reads to me as sad or worried
  5. the shadow on his nose makes the nose look like it is shifted too far from the middle of his face (it is too close to the regular, unpainted eye)

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Quote RollerKingdom Replybullet Posted: 13 May 2010 at 11:59am
Thanks for this great critic NinjaC, I understand where you guys are coming from by suggesting me to not use the green suit/body paint however I feel like it helps me give more idea of what to do with it on..

now to the points you indicated..
I've fixed both arms and made them longer (it indeed needed that.. it looks much more proportional now..)
Also changed his eye expression a bit to look a bit like "fierce"
Also worked a bit with the nose to make it look more centered..
Also removed his fingers as I tried it on the mirror and it really is awkward and hard to see it..



Edited by RollerKingdom - 13 May 2010 at 12:00pm
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Quote Ninja Crow Replybullet Posted: 13 May 2010 at 3:51pm
Great improvements, so far!

1. You definitely improved the arm - but my visual instincts tell me that it needs to be lengthened again by at least the amount you did already (remember, the bent elbow nestles directly into the waist, and it looks like in your picture it would nestle against the guy's side at the level of the second abdominal bump down from the chest, rather than at the one where his navel is)
2. Don't forget to lengthen this right arm's (his left) upper section, too.
3. Based upon the picture you have right now, you would be able to see the wrist and about half the palm on the forearm on the right (his left) - the long line shadows of the flexor muscles need to stop at where the wrist should be, in other words.
4. I think the eye has a great anime feel to it - good style and refinement - however I would say it now looks rather contemplative. "Fierce" would seem to me to require more squint, but you should try making a fierce face in a mirror and see what works for you.
5. Since a nose isn't razor-edged, there is always a long flat plane of variable width separating the left and right sides of one, so, since in your picture this plane is black like the shadowed part of the face (rather than a half-tone lighting, since it faces a different direction from the shadow and would get a different amount of light) it looks like it is still too far to the left (his right) on the face.

I appreciate what you are saying about the paint/suit, but since you already have the pose, it cannot harm your "get the anatomy correct" phase of a picture's creation to work without it (for example, it is already making it difficult to tell the correct placement of abdominal muscles - since you tried to preserve the suit line on his stomach, you made the central abdominal line shifted too far to our left - and there may be other things you won't notice until you see the image without it) and you sure don't want to have to redraw and re-AA it each time one of us notices something you agree with and want to change. Sorry, just saying.

I sure am impressed by how hard you are working on this!

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Quote RollerKingdom Replybullet Posted: 13 May 2010 at 4:18pm
*sigh.. seems like I should stop doing anatomy stuff and go for random abstract creatures :/ As I think each update is getting better.. more and more stuff needs to be revised before moving on... 
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Quote Ninja Crow Replybullet Posted: 13 May 2010 at 4:26pm
Each update is getting better - stopping now would be like falling over in the desert when an oasis is over the next hill. You can't give up, and you sure shouldn't look at improvements as if they were setbacks, that'd be like silly!

Keep it up, because I'm really enjoying your project!

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Quote cure Replybullet Posted: 13 May 2010 at 4:28pm
the traps are grossly underemphasized, the shoulder melts into the muscles of the arm (these muscles being biceps which are far too large and triceps which are absent. The pecs  run straight into the arms, and don't flow with the surrounding muscles. Study the references more closely, see that the muscles all interact with the muscles around them in certain ways.
also abs seem a bit high, and the hand behind the head comes off as a cop out for not drawing hands.
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Quote RollerKingdom Replybullet Posted: 13 May 2010 at 4:53pm
Thanks Ninja and thereisno..
@Ninja: I fixed some of the stuff so far such as made the length a bit more like you said and worked on his wrist appearing.. Also centered the ab central line.. and changed the nose shape and mouth placement
@Thereis..: I worked on some muscles joining such as his left pec, and also what do you think of that muscle shape added above/with his right arm?

Also refined some more stuff such as hair and etc





Edited by RollerKingdom - 13 May 2010 at 7:22pm
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Quote Leath Replybullet Posted: 13 May 2010 at 6:50pm
I love how this is turning.
Please keep going. It has gone through so much already. It is looking great.

I would love to help, but Im not very skilled, so I can see very little.
I find there is something wrong with his right shoulder. The shade makes it look as if it was separated from the body.
Also, the clavicle bone is almost connecting its back rather than arm.
He needs a deltoid, as well.

As for more subjective tips, I would have at least some of his hair flow backward and give him some extra musculature.
The hair is to give the sense of speed, while the body for strength. This is entirely based on opinion, though, it wouldn't "improve" the artwork. I was just thinking along the lines of what his powers were. ^^


Edited by Leath - 13 May 2010 at 6:52pm
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Quote RollerKingdom Replybullet Posted: 13 May 2010 at 7:06pm
Thank you leath :)
I really appreciate that you've been following it and thanks for the critics and suggestions..

How about this? Does the shoulder make it look connected with the arm but at the same time not making it look separated from the body? and is the deltoid good?




about the hair.. the design I have for it is to make it "unique" and "up"
However I plan to work with a sprite of this character after done with this and therefore this volume of his hair up will be great for the running pose I have planned for him ;)


Edited by RollerKingdom - 13 May 2010 at 7:22pm
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Quote PixelSnader Replybullet Posted: 14 May 2010 at 12:46am
I don't have the time right now, but I'll show you what I mean by sunday/monday.

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Quote RollerKingdom Replybullet Posted: 14 May 2010 at 3:36am
or you could tell me what to do since after so many updates. I hope it changed some of your critics about the anatomy..
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Quote Leath Replybullet Posted: 14 May 2010 at 6:20am
Mmm, for the deltoid, I dont think you need to make it so obvious. I was more fixing along the line of the outline. For instance, his upper arm is like an oval, but it should look like an "8" shape with subtle curves.
That shadow is too strong, and not correctly placed. The upper arm muscle would probably cast shadow vertically within their own divisions, not separating the muscle groups. :)

The clavicle is still going to the back, rather than arm :p

Finally, when you make changes, you dont need to add all the details, anti aliasis yet if it is not gonna be final. It is better and faster to make rough lines, color stains, and guides to help visually until you're satisfied. ^_^

Keep it up, looking awesome.
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Quote RollerKingdom Replybullet Posted: 14 May 2010 at 11:30am
I think I got what you meant about the "8" shape..
is it like better? and is the clavicle looking less like it's going to his back now?


Also worked a bit on his left elbow shape and added a scar/stitches
on his face..also a small source of light upon his left muscle & overall im considering the green part of his body being some type of mutant skin he has rather than anything else..



Also worked more around nose, hair a little
also this is how i kinda intend to present it on my gallery
but of course with the shape AA
I have to admit that Im so proud of this work so far..
never though I would be able to do something like this..
Im also really happy with the pose and anatomy..
I believe im ready to move on to AA and refining..


Finale..
So I AA and refined the character, Im really really proud of this..
It would of deff. never gotten better without those critics..
I know it won't be perfect because we all know how things are based upon the person's likes and dislike.. some may think that looks big while other may think it looks small..
Im gladly and thankful for those that helped

Best seen on dark theme


Edited by RollerKingdom - 14 May 2010 at 7:58pm
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Quote Ninja Crow Replybullet Posted: 15 May 2010 at 2:01pm
Okay, so I decided not to be lazy, and went ahead and made an edit. I don't know how you are going to feel about it, artistically, but just bear in mind that its purpose is to make your character's anatomy match real life as much as possible, for which I used all the references above quite a bit.

Here's an animation:


1. A deltoid. Notice the triangular heart shape? That's because it has two projections at the top where it anchors in the front by the clavicle and in the back by the shoulder blade. A third projection at the bottom anchors it to the arm bone. It was named for the Greek letter "delta" which looks like a triangle.
2. A bicep. Notice it is elongated like an oval. That's because it has an anchor point at either end (or two "heads"). One on the arm bone at the bottom, and one near the chest muscles at the top. You'll notice "bi" for "two" here for that reason.
3. A tricep. This is a very important muscle bulge for the profile of an arm for a buff guy. The "tri"-ceps has three "heads" of which we are seeing the third, or closest one here.
4. This makes an all-important groove, which is what separates the shoulder (deltoid area) from the arm area, to create that "figure eight" look. You should always give enough volume to both areas.
5. One way to get familiar with proportion rules is to see where things line up. This line I drew shows how the line between shoulder and arm flows right into the line under the chest muscle (which I had to increase to give enough volume - the proportion rule here is that the pectorals are at least as tall as the head). That is why I kept wanting you to make the arm longer - to achieve this flow, and match this rule of thumb.
6. Here is another look at one of the projections (or "heads") of the deltoid, showing the shape it has under the skin where we can't see it.
7. The trapezius. This is actually a very large back muscle, shaped like a kite (a trapezoid, hence the name) of which the top anchors to the neck, which is why we can see some of it here even though it is a back muscle. It is very important to give this a diagonal line.
8. A clavicle. This bone attaches below the pit of the throat, and the other end is at the top of the shoulder. When not looking straight on (your picture is slightly from above) you will not see the clavicle disappear over the shoulder, but instead see a bony knob (as outlined in 9.) plus the trapezius muscle. This bony knob (you can feel it at the top of your own shoulder) is made where the end of the clavicle meets a long projection (like a bony finger) from the shoulder blade (or "scapula") making a kind of "V" as I've shown in 10.
9. A projection of the scapula. The dotted line shows the top edge of the shoulder blade, which of course is behind and not visible.
10. This shows a top-down view of the clavicle meeting the projection from the scapula, making the bony knob that is surrounded by the dotted line at the top of the shoulder.
11. The curve of the jaw should aim for the bottom of the ear.
12. This shows the area of the nose and lip that I think would be lit rather than in shadow.
13. As for point 5., this shows another rule of thumb for remembering where to draw the lines of muscles. Here we see that the edge of the abdominals lines up right under the nipple.
14. I had to lengthen his left arm to match the new length of his right arm, and here we can see how the pectoral has a projection that anchors to the arm bone up by the top of the bicep.
15. Here is the other bicep, with a top projecting head that "inserts" itself near the shoulder.
16. The other deltoid, with its front projection seen by the clavicle.
17. The proper location of the hand (and length of the forearm) with the thumb shown just for reference. The rule of "thumb" here is that if the elbow is bent all the way, the palm ought to rest against the shoulder.

And the final frame of the example GIF is just a quick edit I did to show all the changes together, and the paint/suit back on (not sure if it's the right shape, though!).

Hope it helps and isn't too overwhelming!

!Strange Atoll - The Amazing Wilbot Game Project!
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 15 May 2010 at 4:07pm
That could be overwhelming :P but Im here to learn and etc..
I made the edit based upon all these points..
It's not going to be maybe good as your but I really liked it :D


Also added a bandage upong his left chest to make it more interesting :)

Im strongly happy with the outcome, this last edit made it much better as well with your critics ninja.. I call this project done and successfully finished. Submitting it to the gallery


Edited by RollerKingdom - 16 May 2010 at 8:59am
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Ninja Crow
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Quote Ninja Crow Replybullet Posted: 16 May 2010 at 11:57am
Hey, Roller, great job!

I'm really impressed with how well it came out.
I also want to thank you because I had a really good time, and I look forward to your next project.

Thanks!
JD

!Strange Atoll - The Amazing Wilbot Game Project!
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