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Hieros Gamos, Fakemon and More
#76
[Image: startersrank4-3.gif]

Now the fire is going up off of him, like if there was no wind/wind from below.

I slimmed down Danubine a little as well.
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#77
If it means anything I think you should use your "Fakemon" as monsters in your game idea thingy. If you still need examples on how they are not pokemon just say so and I'll provide examples.
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#78
(12-27-2010, 04:28 PM)Kat Wrote: If it means anything I think you should use your "Fakemon" as monsters in your game idea thingy. If you still need examples on how they are not pokemon just say so and I'll provide examples.

Well, they aren't fakemon anymore. I will be using them in Hieros Gamos.

I figure I'm going to make some other silhouettes which I will post here once I shade and outline the first four.
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#79
all apart from fire are still a little too blobby.
earthmon has a walking stick but doesn't seem to be making much use of it (ie it looks like a gimmick). a suggestion: maybe something else than spikes on his back, like a rock façade or a crystal formation?
danubine is my least favourite. why? because you could play a lot more with curves in it, and give the wave more strength.
my favourite's the firemon.
also, can i ask you something? do you think i could put some of these silhouettes in the reworkshop thread and see what people come up with, please? <:B

anyway, good stuff, keep it up!

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#80
Yeah, that would be cool.

[Image: starters-1.png]

I think Danubine looks a lot better now, now sure about my edits on the other two. I like the rock facade on Dwartle's back though, that will be fun to shade. Big Grin
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#81
i think that i should clarify that fire always goes up UNLESS wind forces it towards a certain direction, but you'll hardly ever get a flame thats perfectly horizontal. flames are basically heated up gases wich being lighter that air floats upwards.

unless of course said flame comes from an horizontal source and its fueled by enough force(example: turbines, welding/cutting torches, etc)
#82
cool stuff, but i'm going to let my edits talk in my place:
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#83
fucking love the original turtle silhouette, mind if i color it?
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#84
(12-27-2010, 06:51 PM)munky cheez Wrote: fucking love the original turtle silhouette, mind if i color it?

Go ahead! Just make sure to show me the finished product Wink

[Image: color-1.png]

EDIT: Salamandra fully shaded. I really like how he looks but I'm not sure if I want to keep this style for the rest of the homunculi.
EDIT2: Salamandra given horns so he doesn't look like "an 80's greaser" to quote my friend.

Danubine still needs a few edits.

I think Dwartle is done, not sure about Sylphen...

Also, Chris, if you haven't posted the silhouettes by the time I get home in like 5 minutes I'll do it myself to save you the trouble Tongue
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#85
[Image: color-3.png]

Shaded and colored. I think this will be the style I use for all the homunculi sprites...
A few things that bug me:

Dwartle's shading. All of it.
The shading on Danubine's tidal wave
Sylphen's body. It just seems too bland for a Rank 4 homunculus.

I'm probably going to do heavy edits on these guys tommorrow but for now it's bedtime...
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#86
I know you already commented on Dwartle's shading, so maybe I'm just saying things that you already know, but
The shading on the stomach make it look like that part of him is made out of plastic.
The knees are rather pillow shaded, especially his left leg (our right). Speaking of that leg, right where it meets the stomach, it looks like a steep drop instead of a gradual curve. This makes it look like the stomach is stuck on over the leg.
His shell looks very unfinished and unreadable.
As for the arms, upper body, and head it looks like you were shading just to shade those areas, instead of shading to convey actual depth.
As a whole, it just looks unfinished.

On Salamandra, I really like the shading on the metal and the creature itself. This one looks like a finished work. The one thing I would suggest here is making his front leg that is farthest from view (the first leg from the left) a bit darker so that it fits with the other leg and undershading that has been done quite well. While I understand this leg is supposed to be exposed more for the viewer, it is also behind the front foreleg and the body, thus the rightmost part of the front backleg would have a much darker color to it.

Danubine looks pretty good as well. You already hit on the shading on the tail, so I'm just going to say that the foam on the top of the tail doesn't look violent enough for that sort of wave, a little less of the foam would be more fitting of that sort of wave. However that is all just my opinion, I understand that the wave is not a part of a body of water, rather it is confined to a corporeal form, so its more of a matter of what you wanted to do with it. I assume that there is a hole in it's upper body, right? I'm also assuming that the long thing hanging down is some sort of necklace? If so, then the necklace shouldn't be hanging down so stringently, it should move and form with the wearer's body. The body, hair, arms, and (in my opinion) tail/wave shading all look great.

On Sylphen, he looks rather unrefined, but more along than Dwartle. The blue part of his body consisting of the head and (ears/arms?) doesn't really fit with the shading on the tornado-body part. While, I do like the shading on the tornado body, I think the colors are a bit off. To me, it looks like a really twisted and tangled straight-jacket. Tornado's don't have so much yellow in them as they have dark grey, with a very slight tinge of dark green or blue.

I'd also like to say that the use of black on these sprites does not work well. I see that it's use was avoided, as there are only a couple of incidents of it (Salamandra's nose holes, Danubine's mouth). It just looks out of place on these sprites since it is not used anywhere on the outline, so when it was used it just stands out too much.
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#87
Thanks a ton!

I pulled out some refs of tidal waves and cliff faces and got to work...

[Image: color-4.png]

I think Dwartle looks a million times better now but he's probably still not done. I think the others are really close to being finished.

Danubine's "necklace" is actually violin strings, but I'm not sure how to go about making that more obvious.
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#88
dwartle's shell is messy. fire homunculus doesn't look like fire, and you need more variation for danubine. think of transparency and blur for sylphen's tornado.
your colours are too pure, try and get a recurrent secondary colour/nuance in each of them, it'll make them more eye-catching and look less like toys.
keep trying!
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#89
[Image: color-5.png]

Not sure if this is what you meant... I'm kinda stuck :?

I sort of want to keep Salamandra the way he is but I dunno
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#90
that's on the right path but more progressive.
also i'm doing your salamandra from the silhouette posted in the reworkshop thread, my result could give you some ideas. i'll post it soon.
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