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Cam's Pixel Art - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Spriting and Pixel Art (https://www.vg-resource.com/forum-14.html) +----- Thread: Cam's Pixel Art (/thread-20853.html) |
Cam's Pixel Art - ~CaMtEnDo~ - 07-12-2012 ...Uh, I've always had an interest in spriting. I've gotten better over time, but it still appears I limit myself to editing Nintendo's official graphics. Albeit with much worse shading, because I really suck at shading for some reason even though there's a million extremely simple tutorials out there. But anyways. I thought I'd show you guys a very recent character I sprited. This is a character I made named Alice. She is a Battle Android. I'm a big fan of Mine Yoshizaki's art style, and this is pretty evident with this character. ![]() I'm really happy with how she came out. The next step, is of course, shading her. This is where I'm at a loss. But anyways, I just want to know what you guys think of this pixel art and how I should approach the shading. RE: Cam's Pixel Art - Domobot - 07-12-2012 She's pretty cute! As far as shading goes, you need to think about where your light source is coming from and how shadow would be cast on a object. For example, the highlights on her chest suggest light is coming from the upper left, so you should shade it something like this: ![]() Keep in mind that different materials need to be shaded differently so they look convincing. Glass is shiny, metal is reflective etc. I also changed her legs a little, they looked kinda funky. Granted I'm no anatomy expert (or on anything, really) and I probably made them worse, so hopefully someone who knows better than I do can help. And avoid pure black outlines! RE: Cam's Pixel Art - Gors - 07-12-2012 the proportion is all wacky, but more important, avoid making completely symmetrical poses. it makes the piece very stiff and not dynamic. RE: Cam's Pixel Art - Cobalt Blue - 07-12-2012 not to mention it really turns your character into a bunch of shapes glued together, rather than a display of proper desing and development. the way everythign is arranged looks completely unnatural, anatomically wise. it gets quite hard to read the pose as it is now. RE: Cam's Pixel Art - ~CaMtEnDo~ - 07-13-2012 Can you elaborate on the proportions? Her arms are a bit too big or wide, I think that's what you mean. I'm an idiot when it comes to these things. She's supposed to have her hands clasped behind her back, hovering, with a welcoming look to her. I don't know what changes I can make that will make her less symmetrical, without making her look weird. Possibly her hair I assume? RE: Cam's Pixel Art - Sevenstitch - 07-13-2012 I'm sure you understand what we mean by symmetry, but look at this. ![]() It doesn't seem that you've made one woman, you've made half a woman and mirrored her next to herself. I understand the look she is supposed to have, but humans aren't symmetrical, and look strange when presented in such a fashion. I'd suggest trying to vary these lines so her she doesn't seem to be just a bunch of hourglasses stacked on top of one another. RE: Cam's Pixel Art - ~CaMtEnDo~ - 07-13-2012 ![]() I'm attempting a new pose. Her hair and left arm have been adjusted, as well as her choker. RE: Cam's Pixel Art - Ton - 07-13-2012 It'll be harder to make this into a new pose than it would be to practice on a new sprite entirely. RE: Cam's Pixel Art - Gors - 07-13-2012 i suggest you to start over, as tonberry said. This pose is really stiff, and a new body will better than tweaking some of the limbs. Limbs aren't made of half-circles either, and the breasts look really out of place. Not to say that the 'hands on back' pose is really amateur-looking, as this avoids you from doing the hands. (I'm not saying that you should never put hands behind you when drawing/spriting, I'm just saying that in this case, it doesn't work). i'll try making an edit soon to exemplify. |