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On Critiquing Vyrots
#8
No contrast, no depth, nothing really catchy about the design per se. As some people said, it looks like a bunch of shapes together. It looks too abstract to be read properly in the first time, I'd say.

Designing characters is hard and purely a balance between functional and charisma so if your character causes some confusion upon people seeing it, it probably means you'll need to rework it. This is not 100% true though, so maybe you can make it work this way.

One thing that needs to be changed, though, is to give it depth. Imagine this character as a 3d model, and try shading it as such. Also, better colors, contrast and hue shift might help your sprite pop.
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Messages In This Thread
On Critiquing Vyrots - by Woodledude - 02-01-2013, 03:40 AM
RE: On Critiquing Vyrots - by Novally - 02-01-2013, 04:17 AM
RE: On Critiquing Vyrots - by Bombshell93 - 02-01-2013, 04:59 AM
RE: On Critiquing Vyrots - by Previous - 02-01-2013, 05:05 AM
RE: On Critiquing Vyrots - by Novally - 02-04-2013, 12:18 AM
RE: On Critiquing Vyrots - by Xeroph - 02-04-2013, 01:25 AM
RE: On Critiquing Vyrots - by Gors - 02-04-2013, 04:32 AM
RE: On Critiquing Vyrots - by Koopaul - 02-04-2013, 04:42 AM
RE: On Critiquing Vyrots - by Woodledude - 02-04-2013, 07:20 PM
RE: On Critiquing Vyrots - by Xeroph - 02-04-2013, 07:27 PM
RE: On Critiquing Vyrots - by Novally - 02-04-2013, 08:06 PM
RE: On Critiquing Vyrots - by Shade - 02-05-2013, 03:29 PM
RE: On Critiquing Vyrots - by Gors - 02-05-2013, 03:51 PM

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