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#16
(12-21-2010, 03:57 AM)47948201 Wrote: Basically, I'd rather certain communities only know certain sides of me. But that's completely irrelevant. More important is how the heck the 3rd character's book bag is staying on.

Wah, you with your percentages -.-

Those are SO clearly edits, no "80%" being done by yourself...
Pfft.

What are those gingerbread men you made?
[Image: logodarkshire24bit.png]
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#17
Um, what? The only one that's listed as over ~80% custom is the blue-armored guy. Try finding just ONE part of either of those sources, which I assure you are, aside from the palette, the only things used besides MSPaint's default tools, that's not the eyes/nose or the hair.

I'm not liking the apparent tone of that thing I just wrote, but I can't figure out how else to put it =/

And uh, what gingerbread men? Oh, those? Um, they're depictions of original characters?
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#18
(12-20-2010, 08:42 PM)47948201 Wrote: No comments? Bah.

Well, since I HIGHLY doubt any of you have seen these, I figure it's safe to show them without giving away who I am (even though if you know me, you know it, and if you don't... Well, you don't.)
[Image: OhLJU.png][Image: jH48V.png]
Yeah, I see a few problems like how the 1st one's stance is too wide and the 3rd one's bangs are too high up, but how's the style in general?

EDIT: I was wondering why the last one looked funny. Fixed.

EDIT2: Changed the shape of the first person's head and took that one red pixel out. Didn't get around to fixing other obvious problems.
I'll take a guess and say 2-D.
I think Elk was referring to those.
But I prefer looking at these than splices. You can say that splices are well spliced but it can't go any further than that, and the help we can give you for that type of work is more limited.
First of all, the thick outline seems to eat the characters and reduce them in a way. You have to focus on structuring the bodies more carefully, like think about the joints, the frame, etc. When you consider a pose, think about where the weight is distributed: which leg is the character leaning on, and why, for what purpose (this is more about the character's intention of posing that way)? It's good that you're trying to find your style and I respect that, but going for manga-esque components seems like a facility for now, and to me you don't seem to have appropriated it for it to be integrated to your style yet. I'll post this for now but I have an edit accompanied with notes coming up.

[Image: 479ed.png]
the red square is not a thing to hold her hair, it's where her hair starts out, idk if you understand. :/
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






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#19
Yeah, because you gotta go out of your comfort zone to get better. Saw that quote yesterday (and afterwards drew something really bad)

The style was originally based off of Shikaku Suika's Mango sprite-
[Image: PEef9.png]
for the first one, but I went and edited it while making the other ones. I guess I could play around with the outlines, though, and it makes sense that the same style doesn't work as well because of the size difference. I have a couple ideas as to how I could do the outline.

In terms of anatomy, do you think it would be a good idea to use a stick figure posing program to form skeletons and then draw around those?

And yeah, I think I get what the red dot's about.
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#20
Why not... draw the skeletons? You can surely draw a stick figure, using a program to do that for you is one of the laziest things I've ever heard!
[Image: 6WzBw.gif]
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#21
I've tried drawing skeletons, but it typically doesn't work too well. I guess I could practice... Drawing stick figures?

Yeah, I'm getting ideas about what to do now. I think I'll try that (hopefully some time today)
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#22
(12-21-2010, 02:57 PM)47948201 Wrote: Yeah, because you gotta go out of your comfort zone to get better. Saw that quote yesterday (and afterwards drew something really bad)

The style was originally based off of Shikaku Suika's Mango sprite-
[Image: PEef9.png]
for the first one, but I went and edited it while making the other ones. I guess I could play around with the outlines, though, and it makes sense that the same style doesn't work as well because of the size difference. I have a couple ideas as to how I could do the outline.

In terms of anatomy, do you think it would be a good idea to use a stick figure posing program to form skeletons and then draw around those?

And yeah, I think I get what the red dot's about.
i think you may notice a size difference between your sprite and mango's sprite, so the aspect of the outline differs. observe the colours and colour ranges used in it.
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






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#23
Yeah, like I sai--wait, I didn't say it here? Oh, well bleh.

The original idea was to make a drawing of the characters using only MSPaint default colors. I changed a few later, but not all of them.

But I think I'll start the color changing by getting rid of that stupid double-black outline. It makes making edits hard as heck, too <_<

To make this post of more worth, I'll try drawing a 110-pixel tall stick figure for the second character.

...Well, that's actually not too bad.
[Image: k3Iwu.png]
I should probably decide what kind of posture each girl has, though. And yes, I know peoples' heads aren't round, but the circle tool was like, asking me to use it.

There's something about the feet, though. The skeleton I just made has both feet at an equal level (would be good for a game) but their shoulders and hips are leaning away from the camera.

I also think at least the near arm should be longer.

As for the face, I just drew eyes, a nose, and the mouth for anchors so I can figure out where their centers should be when I draw them.

Head looks a little big, though. I need to like, take anatomy lessons or something <_< I know the proportions of the first character in terms of what % of their height each body part is, but I haven't decided that on the others =/
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#24
Right.
Read this: http://www.scribd.com/doc/2080605/Figure-Drawing-Basics

There's no sense drawing a skeleton - even a simplified one - if there's no logic to it.
[Image: 6WzBw.gif]
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#25
That doesn't help much with proportions (though it's nice to know that I can curve non-skeletal skeletons), but I guess it's good to have on hand, thanks.

Those things I wrote down were noted after making, zooming out, and uploading the stick. Still, I think I should probably start by figuring out where and how big everything is.
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#26
I honestly feel that you should work on the anatomy on most of these.

they seem pretty sodded if you ask me.



thanks for stating something that has already been mentioned. ~Chris
Discord is Dioshiba#9513
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#27
Um, lol.

Anyway, I changed around the outline:
[Image: 1GPhr.png]
I know the wacky skeleton and general frame problems aren't fixed, but how's this style of outline compared to the other one I used before? Here's the old picture for reference.
[Image: OhLJU.png]
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#28
Maybe you should restart it from scratch?

while the outline has somewhat improved you are aware that the anatomy hasn't (Neither has the shading but that's not the real issue yet), there isn't much else to say other then that.

Try looking at a body IRL, or at least find some photos for a reference, that can give you some idea about how you can draw them. even looking at tutorials won't hurt.
Discord is Dioshiba#9513
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#29
(12-21-2010, 05:57 PM)47948201 Wrote: That doesn't help much with proportions
Okay, forgive me for being curt here, but:
You learn proportions by looking at things and drawing them. And if you get the proportions wrong, you take the time to note where you went wrong, and do it again.
You can't be hand-walked through everything.
[Image: 6WzBw.gif]
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#30
@Diogalesu: That wasn't meant to be the next version, just me asking if that style of outline is any better.

@Tachikoma: Yeah, I know, but that wasn't much of a thing to look at for this. I'm not quite that incompetent, just busy.
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