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Virtua's Summer thread 3.0
#1
I'll just leave this here for now. I'll upload the stuff from the other thread later.

[Image: m5FRu5b.png]
I feel there's something missing with the shading on the robot. Any suggestions? I haven't refined it yet.
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#2
Perhaps the only thing I can spot immediately is that you've got cross-hatching, which doesn't really work for an object that's clearly metal (and thus shouldn't have any such rough looking shading.)

As for why it feels like it's missing something, maybe it's the way you've shaded the left arm and leg? It doesn't look entirely right like that, even though I get the approach you're going for with it.
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#3
[Image: ihj72ww.png]
Better?
I like 1 more so than 2.
Still working on the zentran suit, I'm thinking about redoing the legs.
And finally TSRPG stuff. This game would have tons of tile sets ranging from Towns, Dungeons, hotels, casinos, caves, inside of a giant robot, etc etc. Right now I'm working on building sprites; a city tileset.

Red arrows point to new buildings, I'm trying to make background buildings that can't be entered.

Special thanks to Chris2balls[:B] I used a few tiles of his in this mock up.
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#4
Update
More edits
[Image: CiDhKbb.png]
Redesign of some other enemies, might change the fishnessman's pose all together.
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#5
I like the fish, but he lacks the general scared, confused, but important look of the first fish. Can you try capturing that?
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#6
He wasn't meant to look scared, but more of a oblivious look.(like that blank stare fish normally have)

The pose is sort of him looking for a cab (it would summon the taxi enemy).
Also.
Sluglord, the playdoh/mud golems, and a slight edit to the Fishnessman's arm.
[Image: 1i20W0A.png]

Update even moar.
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#7
more I'll make a TSRPG thread a little later today.
Bikers, apes, and Guycotts oh my!
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#8
I love your stuff Virtuaboy, very professional and pleasing to look at

i like the new design for the cab enemy, but miss that goofy front end from the old sprite
[Image: 22610_s.gif]

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#9
The buildings just seem weird. The stadium looks like maybe 6 people would fit in it, relative to the convenient store door. Weird proportions, though they do look good aesthetically.
Any noise annoys an oyster, but a noisy noise annoys an oyster more.
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#10
Speaking of proportions, the new Tom Guycott looks a bit wonky. His torso seems big compared to his legs, his right (our left) arm doesn't look like its connecting to a shoulder, but that could be a personal opinion. His fist also looks a tad too square.

Aside from that horribly vague critique, I'm loving all the new stuff.
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#11
the new motorbike enemy design is nice but I'd advise against it. It's not as readable as the first one due to the handle being over his face.
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#12
@Nick
Well the buildings have to be smaller, its a over world map. Kinda like in Super Mario World and other rpgs. I wanted it big enough that it's identifiable and also not taking up too much room.
@Shade
When I look at it it does look strange I might redo the pose.
@ Gors
I was thinking the same thing, but I wanted the bike to be the focus, and the cliche of the handle bars being high up. (though I could have positioned him facing more toward the viewer. I think it's ok for now.)
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#13
Tried redoing a very old sprite, one of my first official works. Tried changing the pose but wanted to keep it at least some what looking like the original.

[Image: jmYQY9A.png]

edit:
Meh decided not on the plumage thing.
[Image: mfZMWw4.png]
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#14
These are just awesome. I do agree with both above points abou the Taxi and Motorcyclist. Awesome work!
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#15
The legs are pretty dynamic but I think you could give the arms more "oomph"

Whatever that means
[Image: sxv5uJR.gif]
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