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wow, the amount of improvement since the first post is amazing
keep it up, i like the idea and the pixelwork is getting better each incarnation!
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05-13-2012, 08:02 AM
(This post was last modified: 05-13-2012, 08:06 AM by Sevenstitch.)
@Sengi Thank you very much! I'm glad to hear that I'm improving!
Comments like that make it all worthwhile.
I'd like to say thanks to everyone who has posted in this thread so far.
You've all been full of concise criticism and helpful suggestions.
Alright, here's the next pass:
I tweaked the head yet again, the size is the same as the last pass, but the face
resembles the previous "Big-haired" version, minus the nose. Another palette
change has occurred as well. I just can't seem to stay on a single setup.
Aside from doing everything different, I can't really see any more ways to
improve him. I can see that the armor is a little busy, and might be a headache
to animate, but I'm not sure how to solve that. I mean, a near flat-white torso
would look a bit out of place surrounded by color. (well, more out of place )
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05-13-2012, 09:11 AM
(This post was last modified: 05-13-2012, 09:17 AM by Key.)
that's awesome
so much improved from the op
what if you made a platformer where you were the last pawn on the white and you had to rescue one of each chess piece and there were also 6 bosses of the chess pieces, you have to rescue and beat the boss for the world to go the the next world, rescue is like a puzzle and boss is a fight
like-
1st Boss/1st Rescued = Pawn
2nd Boss/2nd Rescued = Knight
Etc.
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Is he supposed to have his hands in his pockets?
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05-13-2012, 10:26 AM
(This post was last modified: 05-13-2012, 10:27 AM by Bombshell93.)
doesnt look like he has his hands in his pockets due to the change in colour but its not as visible on the normal sized version, so a little more contrast would do good for readability, try making the glove lighter
EDIT:btw interesting take on the pieces, I can't help but worry for what the bishop may look like (I've always childishly giggled at the shape of bishop pieces)
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Basically, since your first post, you've had problems with contrast: you can't tell the skin from the white, and the greys are too distant from each other to blend well.
This is how I'd change your sprite:
I hope it can help you in any way.
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Made an edit to Chris2Ball's too so you can get more ideas Sevenstitch. That is, if you don't mind Chris2Balls.
What I did was add white to the eyes because I felt that the sprite could benefit from it. This is now a matter of preference because you might think it'd lose its charm if you changed the eyes. I also used the darkest skin color to hair from the face and added some shine to the chest plate. Although he might look less pawn-y, maybe you can learn something from what we both just did. I'm glad you're taking criticism very well and improving really well!
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Thank you guys for these edits, they help a lot. They all bring up good points as well.
Contrast; yeah, I've noticed that pretty much the whole time, but I've been limiting
myself to the GORS TFR pallete. I'm not sure why, I guess I've just been too lazy to
make my own palette. It was there, and I needed colors. Not really a good
excuse, but Its the one I have so I'll stick by it.
As for the design of the character, I like the edits, but as It has been stated in earlier
posts, they lose the overall "pawn-ness" of the character.
I've taken advice from those edits, and this is what I've come up with.
Yeah, nothing too drastic, but I'm happy with it really. I've messed with the contrast of
the skin, and eliminated three colors from the palette all together, and I've also changed
the far hand so that it is behind the further leg, instead of resting in front of it. Finally,
I've changed the overall design of the armor itself; I think It helps re-enforce the "pawn"
look, rather than just being a piece of torso.
As always, crits and comments are welcome. I think that, perhaps I'm ready to move on
to another character. Any suggestions as to which one would be appreciated as well.
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May I suggest doing a rook (castle) next? I think it would be a good choice as it would further your skills and it would probably be the easiest one to do next.
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Alright, here is my next piece. Excuse the sloppiness, I know Its a little rough.
I like it, but the full pose is a little strange I think. In all honesty, after I got
past the head/neck area, which I like a lot, I kinda zoned out. I could
defiantly use some suggestions for other body positions.
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I'd have given him a hat instead of a ruff, but it's your choice. This makes him look ridiculously tall, though.
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I know you want to keep the shape of the piece, but he looks ridiculously thin. Just flesh him out a bit; chess is a war game and ATM he doesn't look like a soldier.
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05-15-2012, 11:28 AM
(This post was last modified: 05-15-2012, 11:47 AM by Bombshell93.)
inconsistent character proportions, and kind of poor character design,
a rook is the tower along the walls of a castle, typically if your going to humanize it, you'd make it an archer.
anyway I tried to keep consistent to the pawns style in this mock up,
I've just made it stronger footing, taller, a hair cut thats out of the face and given him a quiver,
key things when aiming archer, strong but flexible upper body, free sight (no hair in eyes) and strong / steady footing.
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Alright, so I've given the chessmen a hold. It should be noted that as of right now, none of the sprites serve a purpose beyond
practice, or fun.
So, thanks to a lively IRC last night, I got the gumption to make this:
If its is unclear, It is a Hillbilly with a banjo. It is unfinished, obviously. All C&C is
appreciated.
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