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Boxing mockup

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=14243
Printed Date: 09 June 2026 at 2:26am


Topic: Boxing mockup
Posted By: Maven
Subject: Boxing mockup
Date Posted: 22 April 2012 at 12:38pm
Hi guys,
I'm working on something like a parody boxing game mockup, I started it today, and thats what I've done so far:

I think i need some help with that, especially in adding some details.


-Maven



Replies:
Posted By: Partack
Date Posted: 22 April 2012 at 3:35pm
Are you using a reference picture? if so, please show us it.

If not, use one.

The right arm (our right) seems to stick out like a limp noodle and should probably be tucked in more.

You've got the right idea for the pose but it's a bit off. For instance he should probably be more hunched over and guarding his face.

The pose is very important.

Right now he looks like a gentleman sparrer saying: 'have at thee, sir. Gather your wits and shed your monocle- for I challenge you to a 'bout of fisticuffs!'

Wheras his pose should be more theataning/menacing, saying 'i'm a bad ass fighting MACHINE and I don't take sh*t from anybody! GRRRR!'

I'm also going to throw out the phrase 'pillow shading' and wait to see if anyone else comments on it too.

Good luck. =)


Posted By: jellybeanfish
Date Posted: 23 April 2012 at 8:21pm
Partack's critiques are all very good things to think about. Using a reference picture is definitely a great idea - check out pictures of famous boxers and look at their body language and behavior. Look at youtube videos of real boxing matches.

His proportions are also a little off, I think. I don't know how important that is to you, and it's not a big deal if you're going for stylization, but it's something to keep in mind.

If you were to take his head and stack it, he's six heads tall:



The ideal male human body is more like eight (but the average person is more like seven and a half, this is more of an artistic proportion guideline):

http://i.imgur.com/3BHwO.jpg (NSFW if your boss hates featureless barbie junk on nude body proportion charts)

You're using colors mostly from the same hue. While this isn't always a bad thing, it leads to rather plain palettes with colors that feel very 'separate' from each other whenever there's a change in hue (see: the stark difference between the skin and gloves) and unnatural. There's no sense of color unity. Real shadows and light are not always shades of the exact same color. What do I mean? I'm going to partially recycle an explanation I gave to another PJ member:



Here's the hues used on the red parts of your dude's clothes. They are all exactly shades from the same color, or 'hue'. This isn't necessarily a bad thing, but it often leads to kind of monochrome-feeling, plain results compared to the alternative. The colors are also very saturated (vivid) - again, not always a bad thing, but keep in mind that the darker a color is, the more desaturated (greyer) it tends to be. There are exceptions, obviously, but nonetheless.

If you look at a green cup in different lighting, it's going to look really different, right? Sometimes it looks less green and more black, or blue, or depending on the green it might even look yellow. This is because lighting is very dynamic. Nothing is ever shades of the same hue. Let's compare to the colors used on http://www.pixeljoint.com/pixelart/59248.htm - this piece by Fool , the greenish scales in the last panel:



None of them are the exact same hue. You can also see that many of them are very desaturated as well. He uses a bunch of different colors to represent a shade of green, ranging from teal to yellow to even brown. Even neutral lighting or natural lighting can have very different shadows.

As for what colors to choose, that's a matter of practice, color theory, what you're shading and what situation you're portraying your subject in. What are the lighting conditions? Look at photos (GISing 'boxing ring' might be helpful here!) similar to what you're picturing and look at what colors you see.

Color temperature is also a biggie when it comes to picking colors. Dark colors are often colder (bluish tones) and lighter colors are often warmer (reds, oranges, yellows...). This tutorial explains it a lot better than I ever could. While it's not pixel art, a lot of the principles apply to art in general: http://purplekecleon.deviantart.com/gallery/6754550#/d31xj5t - Here

Good luck, it sounds like a cool project!


Posted By: Maven
Date Posted: 24 April 2012 at 5:48am
Thanks alot for the crit guys. I have got no time right now to fix it, soz i got exams (3 days) but after that Ill try to work more on this piece.
Actually, the sprite was made just to test the lineart, so the colors and shades, are rushed, very rushed ^^. Its a parody mock up, so i want to make this guy a elegant gentleman, who doesnt even know proper boxing stance.



Posted By: Maven
Date Posted: 25 April 2012 at 11:18am
Well tommorow is an english exam, so I don't have to study.
I worked a bit on this piece tonight, and here's what I did:
The problem is - I don't know how to shade him propely, anyway, here it is.




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