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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
![]() ![]() ![]() Posted: 18 March 2015 at 11:13am |
So I'm planning to use this thread to try and post progress of some projects on bigger canvases I'm doing/will do. After all, messing something up is a lot more frustrating when you notice it hours too late on 500x800 as it is on 64x64. You heard a sigh? That was me. Across various national borders.
Thank god for layers- which is me admitting to using them regularly. Other than that, I use graphicsgale and usually start on bigger canvases than I finish on so that I have room for corrections and miscalculations. Currently, I decided to not abandon this: ![]() which is again an illustration for Videodrome because David Cronenberg is definitely one of my favorite directors. I put in my blu-ray, took around a hundred screenshots, and used this one as reference: http://s26.postimg.org/5sb46ov7t/shot0170.png . I usually either sketch the subject roughly on the first layer to get a feeling for the setup, then refine the outlines on the next layer and fill them in bit by bit, or I take a bigger pencil and block the colors in in rough shapes, starting with the midtones, then shadows and highlights, as I did here. The reason for him being so blue is that I originally wanted to add video distortion effects through animation, but I got a better idea (I think): Right after finishing his face, I created a new layer and went with a more realistic palette, working over my blue underpainting. ![]() Guess which unfinished project my avatar is from? Rrrrright So what I'm going to do now is to work out his clothes in both palettes and not add any colors to the realistic one. GraphicsGale tells me I'm at 49 colors now with both palettes, which I think is okay for two seperate ones that have little to do with each other. In the end, I want to use both pictures for an animation of a frame of light that moves over the character, from top to bottom, and him squinting his eyes as soon as it passes them. I have no idea whether I should use the blue palette for the "light" or rather the realistic palette, since the blue could suggest twilight then. I just pray to the Old Ones that I'll manage to stay productive till Uni starts up again. Edited by cmmrc - 18 March 2015 at 11:15am |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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canvas is too big
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Why is this so big of a problem? I'm planning to take a lot, lot, lot of time with this and do it while working on various other, smaller projects, like the ones I posted these past days (diligently taking your advice), and in the evenings after having done work for uni courses, and I don't plan to go sketchy or rough with this. I mean, so far, I only have the face done- this'll definitely be pixel art, no oekaki or something like this. I've seen a lot of pieces with similar or bigger dimensions while clicking through the gallery, so I really don't understand the problem.
If you still just don't believe I genuinely do my work by hand, I can post some other WIPs, mostly of finished pieces, and mostly smaller. |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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you wouldn't pick up a trumpet for this first time and flip to an etude.
you wouldn't get into shape from fat and try to bench 800 pounds. and it is unwise to try to learn to pixel on your ASTRONOMICALLY large canvas. |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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I have been doing this for five years. This is just the first time I entered a more purist community. I did so because I want honest feedback, insight, and appreciate this purism for what it is. I can learn a lot, but I am not a "noobie" to this as you are assuming, and to be honest I find doing so pretty damn condescending. I don't see any reason to throw my past experience out of the window and start from zero again because my first upload had a lot of messy pixels on the ground part and a too high color count, which I both kept a strict eye on in my next uploads, which were all accepted into the gallery. You're not even commenting on the quality of my work at all, not at the pixelation, ideas, motives- just the size alone, all while treating me as if this was my first day clicking a mouse. I don't want to harp on about any of this, but I'm getting pretty annoyed with being treated so rudely.
On the off chance that you interpreted this thread's title as a mean to annoy you or something silly like that- Na, I just wanted to open another thread for my small projects later, but had already uploaded all WIPs of my latest one into this week's challenge thread, so there would just have been nothing to post. |
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MrHai
Commander ![]() ![]() Joined: 12 January 2014 Location: Norway Online Status: Offline Posts: 119 |
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I'm sorry this was your introduction to PJ. I don't know what crawled up Friend's butt. However, PJ gets a lot of beginners that all make the same mistakes over and over again (and over, and over, and over). It can be grating for a veteran to have his advice hand-waved by a newcomer for the 1000th time, so unfortunately sometimes patience runs dry.
Unfortunately I don't have many constructive criticisms for you at this point. The portrait looks good, but as a personal preference thing, I'm not sold on the darker skintones. I feel he looks more dirty than in low light. |
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"Work is more fun than fun"
-John Cale |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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I do not mean to be condescending at all. I'm only trying to help you, which is why ive taken my time to write to you. I'm sorry.
I'm glad you are trying to improve, but I will be real with you. From what you show here, from a purist standpoint, you show little understanding of the technical aspects of pixel art. I did not assume you were a noobie in pixeling or drawing, but I do consider you one in a purist sense, and you said yourself youre new in this way. This is why I stress to start with a much smaller canvas. If you want to improve as a pixel artist, you must learn and hone these techniques. The first step you must take to improve is to start smaller. After you do that, I know I myself will be glad to demonstrate some of these techniques. Here is a brief list of where you need work from a pixel technique view: -your dithering is very ugly and serves no purpose. -line art is completely unrefined. Jaggies are everywhere -clusters are unrefined -single pixels and single pixel lines -no anti aliasing to be found, you have lots of banding as well Edited by Friend - 18 March 2015 at 3:50pm |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Friend:
I mentioned that I dug this project up and wanted to refine it. I had started it long before my first submission and our ensuring discussion, and posted it after correcting some really grating mistakes for 10 or so minutes, since yeah, this'll be a long going project and this is a WIP thread. I should have made clearer that this specific project really is about refinement and putting to use what I learned. I absolutely agree that there might be problems with the dithering, but I honestly it was more a try to texture his face than anything, since the actor I'm trying to portray isn't silky smooth either. I'm really torn on that part and will experiment around a bit as I clean everything up, again, taking your points into consideration. You're assuming I didn't know about these techniques and couldn't use them, which is part of my problem. I came to understood that a lot of my work used to walk the border between oekaki and pixel art. Alright, that doesn't mean that I can't work clearer overall. I tended to get sketchy when I got lazy or when I felt a part wasn't important, but I know how to work clearly. "Clear" and "dirty" sounds weird for this, but I think you know what I mean by that. Basically I'm saying that you made me see that I have to defeat my laziness and clean up my messes, and I'm doing that, and I still stand by your treatment of me being condescending. I don't want to be whiny, but I feel like you haven't even took a look at my gallery and take my talk of efforts as empty words. At least that's what I take out of the way you've been talking to me. Please take a look at any of my completed and accepted pieces before juding me on my first entry and a WIP of an even older picture alone. Mr.Hai- I'm a bit confused about the entire situation to be honest. Thanks for coming in and helping me stop thinking I was going crazy. About what you said about the picture.. I feel the dark background might be to blame and have no idea why I even included it anymore. I guess I'll go with transparency or a solid color shadow later and maybe change the color up. I feel his skin's a bit oddly shaded, too, but at that point in the movies story, he probably hasn't showered a while either, hah. Edited by cmmrc - 18 March 2015 at 4:19pm |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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"messing something up is a lot more frustrating when you notice it hours too late on 500x800 as it is on 64x64."
And you think it's a good idea to make your practice experience as frustrating as possible? Just because working on a small scale is less frustrating doesn't mean there will be less to learn, or that the skill-ceiling is drastically lower. All of the things you learn (except subpixels) at small scale transfer very well to a large scale. Smaller pieces allow for more pieces, thus more practice cycles, thus more practice. Smaller pieces force you to work on a pixel level, thus teaching you the value of each individual pixel (and potentially every subpixel). Smaller pieces force you to focus on depicting form through shade, instead of cheaping out with lines. Smaller pieces force you to choose what to include, making you more efficient in application of detail. Make this guy in 32². Then I'll point you out how you can do it better. Do it a second time, and again I'll point out points of improvement. |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Listen, I honestly appreciate what you both are telling me and understand what you mean. I just plainly don't enjoy tiny canvases as much as bigger ones, but I know their value and merit, which is why the next finished picture I did after this was 100x100 and I've been working on a 80x160px picture these last few hours. What I didn't seem to have made clear is that I am planning to do one big piece over the span of some weeks or even months, slowly refining it, while doing a lot of smaller pieces for practice on the side to then transfer what I've learned into the big project. Then I want to update this thread when I feel you can see big improvements over former WIPs to evaluate my process over the transformation of one piece. That's why I'm going on and on, because I see your point, and am doing what you two are asking of me while at the same time getting out of the habit of abandoning projects.
I will do him in 32x32 after I work some more on the self-portrait I mentioned. I experimented with distinct geometric shapes on this, but that's just what it is so far, experimenting around; I started with an awful palette originally on purpose to force myself to do something else. This is a WIP of mentioned picture. Please mind that this is just me playing around. ![]() This is the last picture I finished: ![]() This is the first picture I made after I got my initial advice: ![]() I feel that this has devolved into a big misunderstanding, and I hope I could clear that up a bit. I'm low on sleep because I spent close to the entirety of the last week working and refining a lot of small pieces, which is why I'm reacting so agitated. EDIT: Here's the 32x32 you asked for. I tried to not stylize too much and stay close to the original with this one. ![]() EDIT 2: wrong file. ![]() EDIT 3: ![]() This is how far I've come with my experiment in shapes for today. My neck is stiff and work is starting back up tomorrow, I'm off to bed for now. Edited by cmmrc - 18 March 2015 at 6:29pm |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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yes it was a misunderstanding. Also hope you get some sleep.
Your biggest issue is banding. Your progress is exceptional though. i still feel you should stay small. not even because of skill, but because of the nature of the medium. pixel art often is about implying rather than explicit detail. you need to ask yourself why choose pixel art over say, vectors or digital painting. Edited by Friend - 18 March 2015 at 7:16pm |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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I'm glad we could finally clear this up.
Personally, I just hate working with vectors and am an avid (mediocre) digital painter. Here's a quick study I did two weeks back: http://s26.postimg.org/8m9o6e809/24022015firstblood.jpg I think when you look at my ink sketches it becomes obvious where my weird decisions in shading and dithering are coming from: http://s26.postimg.org/q5t2aln2h/35_Summer.jpg I generally tend to use stiff patterns and textures, but I'm in the process of getting over that for a while now. I like the look, but I know how bad it can be for form. But liking the look (aesthetic is more fitting) is mainly why I got into pixel art- That, KOF and Metal Slug, as with most people I think. Not of the shading especially, just of the general output and a clear and precise pixel aesthetic. I always understood it as precise "digital drawing" instead of digital painting, and in my head the latter was more about form over lines and implications. I've seen some pieces that proved me wrong on this site already and am trying to implement what I learned into what I do myself. Still, I'm a nut for explicit detail, and the possibility to properly work it in (which pixel art gives me for some almost indecipherable pen sketches, which is how I started my Shub-Niggurath piece) while still trying to give an organic overall impression. I enjoy tiny, hard, detail work and correcting to bits, and it's probably important to mention that I often base my work around the concept that I'm more than okay with correcting and refining it for aeons. I'll try to make different focuses count with different pieces, though- I mean, that'll likely be the most fun, too. I reread the section about banding and will work on that in the future. I think I often make mistakes there when I'm not going for AA, but really harsh lines or stylisation, but technical learning should ALWAYS come before stylisizing. I tried to tackle that a bit already in the self-portrait, but not really conciously. With the green outline on the picture for this week's challenge, it felt sort of necessary to make the outlines of his legs and arms really visible, as well as him needing this aura to be able to breathe in space. But otherwise, thanks for pointing it out. Also, thank you for acknowledging and complimenting my progress. I will open up my other threads specifically for a lot of small projects in a few days.. As I mentioned, work is starting back up again, so I just can't be as insanely active as I've been this last week. But this site has been in my bookmarks for close to three years now anyway, so I doubt I'll forget about it too quickly.. EDIT: Here is an update of the self-portrait for today. Gotta get to work now. ![]() EDIT 2: Oh man, this is hypnotic. Couldn't resist working some more on the nose. But now I'm really off. ![]() EDIT 3: ![]() Found some more time to work on it a bit. I'm not sure where I'm going with this, but I'm keeping a close eye on banding- as far as this works with this picture's concept. Edited by cmmrc - 19 March 2015 at 5:27pm |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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It's looking really cool : D
I think you your dithering and angular clusters are a bit overdone. It looks awesomely stylish, but it begins to lose its impact when it's overdone. I think edit 1 is the most appealing and hits the right balance of style and repose here and there. I think the nose is a good place to have some rest from the intricate cluster work, which is why I prefer the nose in edit 1. Maybe also consider keeping the shirt area pretty bare as well like in edit 1 so that attention is drawn to the face. There's a bunch of places where you can fix banding without harming the integrity. I can do a lil edit tomorrow if you'd like on the banding if you feel you need help |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Now I feel bad about having uploaded this already, but I kinda sorta stayed up too late again after work, hahah.
![]() Today, with a semi-fresh look on it, I see what you mean about it being overdone, especially with the background (I feel like the little triangle in the top right corner looks more like a mistake than something done on purpose). I tried to leave certain parts as bare as I could but then they started to feel empty and badly defined, urgh. I think I should delete some shapes there for a start and build off from there. It's hard to keep transparency in mind with this style though, since the background technically is also made of shapes and it just doesn't look like it while actually working on it. I would agree on the nose if I didn't change it due to likeness. It looked better before, but just not like my nose. :/ If you feel you can change this greatly for the better with some banding edits, I'd be really thankful for them. Thanks for the compliment, too! Edited by cmmrc - 20 March 2015 at 4:43am |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Okay, so I might have abandoned the project I opened the thread with again for now because I had this idea for this picture that I just needed to do. And it's taking it's good time, especially with holidays around the corner.
I miiiight have planned an animation for this but going into details would feel like a spoiler so I won't comment any further on that. ![]() This will still take some time, but I've mainly been working on this since I last posted anything. The river will reach further down to the lightsource, but that'll be done when I'll actually get to the water. Also, the branch I'm working on right now will get lighter at the parts I haven't worked on yet, and I'm not too sure what to do with the bright green in the background trees. Keep it, change it, less saturation, darken it all? Then again, different trees have different colors, and assuming those trees were just brighter than the larix in the foreground (which they are).. ugh. Can't wait to get to the monster. Update: ![]() Edited by cmmrc - 03 April 2015 at 1:25pm |
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SuperTurnip
Commander ![]() ![]() Joined: 29 March 2014 Online Status: Offline Posts: 301 |
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My two cents are your pixelling looks great, but your composition could use some work. There isn't enough space between the elements, so the picture feels cluttered. The monster is framed on all sides by different things that don't relate to one another, plus the values of several elements make them appear to recede in depth rather than stick out. See the leftmost branch for an example. Try sketching the composition a bit, and then perhaps make a thumbnail of the piece. I'm looking forward to see this project progress!
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Thanks a lot!
I know what you mean about the composition, but I'm a bit torn there due to a plan I have with this that the entire piece is based around. Spoiler: I want to add a little, simple animation of some water in the monster's hands trickling down that'll just be like three frames and loop for about three minutes. The catch is that I want to get the viewer to zoom in and keep looking at details in the background to figure stuff out, to then be taken aback and hopefully being positively spooked by the monster turning it's head to the viewer and staring at him after s/he wouldn't expect anything else to happen. That was my original idea and kinda is the meat of this thing.. A tame jumpscare w/o sound, you could say. The branch kinda took on a life of it's own, and I'm thinking about changing the density of the foreground foliage so it looks more like somebody having a peek at a forbidden situation, which'd fit the overall topic. So far, I'm really unhappy with the background trees and that other foreground branch, and almost feel like the canvas should have been a bit bigger. I absolutely agree on the branch, but am not sure whether to lighten it up or darken the background further. So far I've planned to define the foreground a bit better and "connect" the elements better afterwards- let's see how this'll turn out. I've got some composition sketches at home and can post them after easter when I return! UPDATE: I actually deleted them. Can't believe myself. Still got my extremely rough original sketches, though. I was fidgeting around a lot with how I could make it more obvious that the tree the branch on the left is coming from actually is growing on the foreground shore to create more cohesion and added some foreground framing to clarify the viewer "taking a peek". I feel it helped the composition a bit already, but there aren't really too many defined things yet, so it's still hard to say. Basically, the changes are still too dark to even really notice. ![]() Edited by cmmrc - 07 April 2015 at 1:40am |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Barely had any time to work on it other than fixing some of the composition issues (I hope). Tiny changes, but I felt they helped a bit already. Let's see how much (if anything) I'll get done this weekend.
![]() Update: Took some time to continue a bit this evening. Took the bright green out of the background. Might change the bright lightsource on the right to just more darker trees. The outlines of the new foreground trees are on a new layer because I'm not sure if they're really helping yet. Trying to fix the composition by adding more and clarifying some things visually. Not sure if that's working at all or even a good idea to begin with. ![]() Update: ![]() Edited by cmmrc - 13 April 2015 at 7:16am |
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kolkurtz
Midshipman ![]() ![]() Joined: 23 October 2018 Online Status: Offline Posts: 19 |
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cmmrc your work is all amazing. The James Woods is excellent! Definitely keep doing it. I've attracted flack before over making large format pieces, as if pixelart is somehow only ALLOWED in 100x100. Ignore it. That Videodrome piece is going to be phenomenal.
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Its not the size of the canvas that matters.
What matters is the control of the pixels and generally speaking the bigger the canvas the lazier some get. Not one person has ever complained about the canvas size on THIS.http://www.pixeljoint.com/pixelart/61838.htm |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Thanks a lot for the compliments and generally chiming in!
I absolutely agree with jalonso, basically. I'm just trying and hoping to "get there" in terms of quality to avoid this whole kind of discussion in the future. I've gravitated from cheaping out and getting lazy but finishing a piece in a reasonable amount of time to refining and pixel pushing when I've got spare time and stretching bigger projects over pretty long, well, stretches of time. As is obvious with how little progress I made on the respective picture since the last post: ![]() I think you might see more of me again soon since I'll have to do quite some mock-ups and sprites for a group project at a game design course for uni. The whole project is going to be a haunted house sim with a strong tactical, strategic focus and -of course, since you play a ghost- permadeath. I have no idea if it'll all leave concept stages, but I'm pretty excited about the whole ordeal since I just adore the whole concept of haunted houses to begin with. Other than it being 2D, it isn't even decided whether we'll go with pixel art at all, but so far it seems to make the most sense to me personally. So far, I tried a mockup of the map screen in isometric view, which is a first for me in many, many regards. As in, this is my first try at isometry, interface design, map design, and anything to do with video games other than concept art- so lots of mistakes are to be expected I fear. ![]() The mockups will all be of the "huge for pixel art" variety according to the guidelines of said course, but in the end, the finished products are supposed to look good and fill the screen at 1920x1080 which scares me a little to be honest. Edit: OH! Forgot to mention that the dark border on the right is a part that'll be cut in the end. Graphicsgale doesn't have a crop option as far as I've seen so I usually do this in the very end. Edit 2: Added some more AA. The grey boxes won't get much more detail if any. ![]() Edited by cmmrc - 24 April 2015 at 1:31pm |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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I've been gone for a while to work on some mockups for a game concept course at university. I study Illustration and Media design, for anyone who's wondering what that's about. Well, they are finally (after literally months of planning, leveldesign, concepts, and working on assets) at a point that I feel okay with showing them for further feedback on here.
Some disclaimers, though: a) They are HUGE. HUGE. I've spent at least 4 hours each day (mostly more around 10) these past few months working on them, though. b)The deadline is next monday. Thus, I can't change anything TOO radical. c) Item placements and their number and kind are out of my hand now. Each piece of furniture (even windows, doors, lamps) are meant to be usable items in-game. Their number, kind, interactions and positioning have been done back when I still had other people in the course working on the project and are out of my power. Basically this means I can't add or delete anything inside the house. d) The wallpaper is tacky. It's 1951, mamie pink was everywhere, and my research only came up with horribly ugly wallpapers, so I thought I'd go for historical accuracy. You know what I mean. e) It's a truckload of colors, but each mockup for the game, no matter which screen, shares the same ~80 color palette. I need dire, dire help with the river. I have no idea how to make it look like a river, bog, creek. Especially without animation and with the colors I've got. But okay, here they are: ![]() ![]() C&C most appreciated. Edited by cmmrc - 02 July 2015 at 3:00am |
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Coconutsales
Seaman ![]() Joined: 13 May 2021 Online Status: Offline Posts: 5 |
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You should use the lighter colors to represent the water flowing around obstructions, and wakes in the river. I could easily see this represented with the colors you have available.
![]() ![]() Edited by Coconutsales - 02 July 2015 at 4:58am |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Thanks a lot for these two pictures! Most references I was looking at really weren't helping that much to be honest and just adding to my confusion. I'll get to it asap.
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Coconutsales
Seaman ![]() Joined: 13 May 2021 Online Status: Offline Posts: 5 |
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Mhmm, and if you ever need some more pictures (there were a few more good ones on the first page of results) search "running river" on google images. Beware the long-exposure shots that make the river current blend together, though. :D
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Hahah, yeah, thanks again. Now that search term seems to obvious I want to slap myself.
The ones I found just googling "bog", "Creek", "River", "Fluss", "Bach" were mostly along the lines of these : http://openwalls.com/image/264/small_river_1920x1200.jpg http://miriadna.com/desctopwalls/images/max/Forest-small-river.jpg http://https://pixabay.com/static/uploads/photo/2013/10/17/14/17/bach-196960_640.jpg Looking helpful at first, but actually not that much. Haven't done anything yet because the heat is killing me and my poor pc. I'll post updates as soon as they're done, though. |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Update:
![]() Edited by cmmrc - 05 July 2015 at 9:45am |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Well, the presentation at uni is over (no idea how I fared yet), but I doubt any of the pictures are close to any level that'd warrant posting them on PJ yet.
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Need a break from the mockups and anything related to them, so I picked up that project from the start of the year again.
![]() Some small changes: ![]() ![]() Started majorly reworking the river. ![]() Edited by cmmrc - 31 July 2015 at 2:14pm |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Your pixelling has improved which is great.
This last pixel is slightly over pixelled making some bits a bit muddy. The center leaves have a slight pillow-shaded look to them. The true white color seems like a poor choice. Maybe yeallow that white a bit? |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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Thanks for the comment and compliment!
I added the lightsource in that white in the corner sloppily to get a hang of the lighting situation to get rid of the pillow shading (hopefully). I think I'll rework most parts so that they fit the lightsource accordingly.. hopefully, that'll restore some visual cohesion. I'll see about the white tomorrow! I'll be posting my last proper wip for the day. Maybe there's some substantial progress though I doubt it'll look all too different. ![]() |
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Midshipman ![]() ![]() Joined: 07 July 2025 Online Status: Offline Posts: 64 |
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"Upload tomorrow", yeah right..
So obviously life off the computer really took some twists and turns and demanded my full attention for these past two months. I couldn't find the time to continue on the project posted above, and am still in limbo due to moving to a new place next week. But I've tried to get into the loop again with some practice: ![]() There are obviously still quite some problems to fight through. I've used reference, but tried to steer away from it with the actual facial features and details which is where most of the construction errors stem from. But that's why I'm doing this practice anyway. |
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