06-11-2012, 04:32 PM
Users browsing this thread: 7 Guest(s)
Classy Shinbs'
|
06-11-2012, 04:34 PM
Thanked by: StarSock64, Shade, Chris2Balls [:B], Crappy Blue Luigi, Cshad, Jamuk, ~Axis~, recme, Rosencrantz, Thor, Medevenx, Kitsu
06-11-2012, 04:35 PM
Here's what I'm trying to say:
Sometimes while it's good to get help, it's much more rewarding when you actually find a technique on your own.
While I see what you're getting at, "finding a technique of your own" without listening to anyone else's legitimate criticism usually ends up looking something like this:
These crits are perfectly legitimate, so I don't see why you were going on about how hard it is to follow it. Thanked by: Bombshell93, Vipershark, Mutsukki, StarSock64, Thumbtacks, Cshad, Jamuk, Lexou Duck, ~Axis~, Shade, Thor, recme
(06-11-2012, 04:35 PM)Gaia Wrote: Here's what I'm trying to say: Then what's the purpose of posting the sheets here? Just to show off? It's excellent to be proud of your work, but then don't post on a place that basically deals on critiscism and improving the work, post on deviantArt or something. While I do like the sheets, every crit pointed out here was valid Thanked by: StarSock64, Vipershark, Crappy Blue Luigi, Cshad, Lexou Duck, Thor, recme
06-11-2012, 06:10 PM
Okay, I'll stop being stupid now. I feel guilty for derailing a topic, too.
06-11-2012, 06:26 PM
Gaia,you don't need to defend me from something I'm asking for,man,I came here for the crit after all.
@Hoeloe: Not trying to shrug off your crit,but I just don't see how they're leaning back at all,except maybe Shinbs' head,which I'll fix.Does anybody else have anything to say on that? @Meta: For the Sonic's or my original work? For the Sonics,well,that's how the Sonic spriting fanbase usually is really,but I myself usually try to make the characters stick out from Sonic,even if they have a similiar design.My Mighty for example has a completely different body and face,even though the official is just Sonic in wigs.I also try to make the sheets more dynamic,as most of the S3K based sheets use the same damn head for every pose. For my original work,well they're usually made from scratch,with a few rare exceptions.If you mean that their poses are too static and generic,I see your point,I usually make more action-y poses only for the characters I sheet.I will get to work on that if that's what you mean. BB97: It's unshaded. Thanked by: Gaia, Chris2Balls [:B], ~Axis~, Rosencrantz
06-12-2012, 02:23 AM
(06-11-2012, 06:26 PM)Shinbs Wrote: @Hoeloe: Check your centres of mass. A human body has a centre of mass around the navel. Because of this, the navel should be as near to between the feet, vertically, as possible. Now, here's an example of what I mean: I've drawn the centre of mass on in red. Notice how, if you consider it in a 3D plane (which you should, since you're not representing a flat object), you'll see it's only barely inside the base made by her feet. This means that, should she be a real person, she would feel like she were about to fall over. To correct this, though, you've tilted her upper body back, so her head is where it should be. This is what I mean by "leaning back", or, by the more informal term, air-humping. To fix it, you need to re-position the centre of mass so it's more... central. If you're ever in doubt about a pose, try actually standing in that position, and see if it's comfortable.
06-12-2012, 04:23 AM
(06-12-2012, 02:23 AM)Hoeloe Wrote:(06-11-2012, 06:26 PM)Shinbs Wrote: @Hoeloe: Also, a good way to see if your poses are natural or not, and if your proportions are good, is to look at the picture flipped horizontally, it's a great way to find the errors
06-14-2012, 02:38 PM
@Hoeloe
Thanks,I did'nt understand much of that centre of mass thing at first,but after flipping the image I see that she really is leaning back a lot.I still don't understand completely how the centre of mass actually works,but I suppose I might be able to fix it. @Lexou: Thanks,that really works and seems p.useful,man! ___ Also,I won't be able to fix many of the things pointed out so soon,because I have no access to MY PC,so I'll get to fixing things when I can. But I might take of advantage of not having my stuff here with me to make something actually new and different..hmm let's see. Thanked by: Gaia, Lexou Duck
06-14-2012, 08:31 PM
(06-14-2012, 02:38 PM)Shinbs Wrote: @Hoeloe Flipping the image is a good way of checking it. The centre of mass is an important concept to understand, though, so I'll try and explain it. Imagine a flat shape which perfectly fits under both feet, but also covers the space inbetween, a bit like an oddly-shaped board. This is called your "base". The centre of mass is just a point roughly in the middle of an object that can also be thought of as the "balance point". Gravity acts through this point. Because gravity acts straight down, imagine a line vertically down from your centre of mass. Let's call this your "weight line". Now, obviously, this line will go past the floor at some point, which is where your base is. One of 3 possible results can occur: 1. The weight line does not touch the base - Your character will fall over. 2. The weight line is near the edge of the base - Your character is still technically upright, but is on the edge of falling over. 3. The weight line is near the middle of the base - Your character is balanced and upright, which their weight equally distributed. This isn't just true of people, though. These rules apply to any object (with the base covering all points of it which are touching the floor). This can be further complicated by the presence of "unbalancing factors". For example, a character carrying a large sword will have a different centre of mass to someone not carrying said sword, because sword adds weight to one side, shifting the centre of mass towards it. If you want to really understand what a centre of mass is and how it works, I recommend studying rotational moments.
07-12-2012, 09:00 PM
Thanks man,that was really useful.
I believe I got the concept down,and I already fixed it long ago,but it's in another computer,so I can't post the file now. In the meantime,I'll just post this here as it might get more attention then in the projects board,and it IS relevant to the sprites of this topic after all. ..go to the modgen board if you want the backstory of those. c+c please?
07-12-2012, 10:13 PM
(06-11-2012, 04:39 PM)Hoeloe Wrote: While I see what you're getting at, "finding a technique of your own" without listening to anyone else's legitimate criticism usually ends up looking something like this: original character do not steal Thanked by: Shade, NightOwl35, Speed-X, Hoeloe, recme, Lexou Duck
07-19-2012, 02:24 AM
So I was looking at the Kirby:Mass Attack rips on TSR and it inspired me to scratch this little guy:
Not actually supposed to be in style with the game,just inspired by. Palettes come from said game. Thanked by: Crappy Blue Luigi, ~DrakoRero~, Virt, Kitsu
07-19-2012, 02:34 AM
You might want to tweak the ear or upper spike in order to avoid that one diagonal line from the tip of his spike to his eyebrow, it looks weird and breaks the whole shape.
I think the colors you chose are really low on contrast. Checking the game sprites, I guess you could easily find stronger contrasted ramps. Thanked by: Kitsu
|
« Next Oldest | Next Newest »
|