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Valo's Various Pixels
#16
(08-01-2015, 04:17 PM)Valo Wrote: [Image: lxo2yJg.png]I tried to see how adding a mid shade would work, and i think it helps a bit(also it helps me AA the shading which is kinda needed due to the scale lol) But i kinda have a question for you guys. Do you have any suggestions for a new head design? I kinda want to make a somewhat...I don't know...Goofier head? For the role this guy has and how silly his arms are in terms of practicality, i think having a 'skull' head doesn't fit entirely. Do you guys have suggestions?

Yeah, that looks better with the midtones. No need to apply the same limitations to your huge backdrops and smaller sprites. Smile

I think you could still pull off a goofy-looking design with a skull motif. Just look at characters like characters like Sir Daniel from Medievil or the Stalfos from the Zelda series for inspiration. Skeleton characters are always showing their teeth so that gives you some creative flexibility for very scary or very goofy designs.
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#17
(08-01-2015, 05:08 PM)DragonDePlatino Wrote:
(08-01-2015, 04:17 PM)Valo Wrote: [Image: lxo2yJg.png]I tried to see how adding a mid shade would work, and i think it helps a bit(also it helps me AA the shading which is kinda needed due to the scale lol) But i kinda have a question for you guys. Do you have any suggestions for a new head design? I kinda want to make a somewhat...I don't know...Goofier head? For the role this guy has and how silly his arms are in terms of practicality, i think having a 'skull' head doesn't fit entirely. Do you guys have suggestions?

Yeah, that looks better with the midtones. No need to apply the same limitations to your huge backdrops and smaller sprites. Smile

I think you could still pull off a goofy-looking design with a skull motif. Just look at characters like characters like Sir Daniel from Medievil or the Stalfos from the Zelda series for inspiration. Skeleton characters are always showing their teeth so that gives you some creative flexibility for very scary or very goofy designs.

I'll be honest, I didn't even think to try exaggerating the skull motif, i was too focused on making a shape that didn't look like a human head! I'll give that a shot and see what i can come up with, thanks for the suggestion.
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#18
Double post for update.

[Image: 1HBYdhK.png][Image: MEV5Hhy.png]
I think i have something but i kinda want some input on which to go with. I'm personally leaning toward the single eye myself. I think the double eye is ironically TOO goofy for what i want.  and three eyes comes off as oddly...cute? [Image: hjWAWeQ.png]

not to mention the single eye has a little homage behind it
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#19
[Image: hdtcRWy.png]I think ill stop here for tonight. I did kinda jump the gun on the head, im still open to feedback on it as a design since i kinda didnt wait for a response.
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#20
I think the head should have stronger outlines, to make it stand out even more.
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#21
okie doke
[Image: FKKEJUV.png] though i will say I've gotten mixed reactions to it elsewhere, and I feel it kinda clashes with the general 'outlinelessneess' that WAK is supposed to be, only using minor outlines where unavoidable... Its also possible I've just wildly misinterpreted your suggestion too...
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#22
If you could strike an intermediate between that thicker head outline and the thinner lines I think you would have a winner.
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#23
[Image: NSx3Ylp.gif][Image: 3xkr6Ix.png]I'll stop here tonight. I didnt have a lot of time today. almost ready for age detailing though!
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#24
i really like it, though the design is kinda smooth. I'd suggest adding details such as rivets and plates on some places, also rust details. (though that may be your idea, hehe)
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#25
That was the plan, bossman! C:
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#26
The flat head top feels a bit weird if everything else in the robot is round. Your inspiration in the Reaverbots and in the robots form Laputa is clear, but consider the Reaverbots use a lot of flat planes, while the Laputa robots are all round. The two don't quite mesh without some further work on the design, I'd think.
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#27
(08-03-2015, 08:00 PM)The KKM Wrote: The flat head top feels a bit weird if everything else in the robot is round. Your inspiration in the Reaverbots and in the robots form Laputa is clear, but consider the Reaverbots use a lot of flat planes, while the Laputa robots are all round. The two don't quite mesh without some further work on the design, I'd think.

I counted the rings and shins as more flat surfaces due to their tops and thought the head went with that as a group of cylinder like shapes. Maybe how much they mesh is up for interpretation? I think you have a point, but I'm rather fond of the shaping as is, I'd rather not change it based on a single view but I'll happily modify it if it is the consensus. Thank you for the feedback!
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#28
try maybe something as simple as rounding the top of its head off? maybe with kind of a helmet, to replicate the motif from the shoulders? changing the head instead of the rest of the robot, basically.
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#29
(I tend to jump focus on what 'm spriting sporadically, but the big robot will get done at some point since i actually need him for WA)
[Image: fuMBdyv.png]These are a little old but i was thinking of touching them up and making corresponding sprite sheets. Y/N?
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#30
Absolutely yes.
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