The human princess...
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- Elvish_Pillager
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Well, I can't arrive at an opinion. Except that the dark outlines are bad. It freaks me out to look at Jetryl's example, in which the outline sits like a tacky hat on a fine statue.
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Dark edges are not necessarily bad. In fact, in a number of normal lighting conditions, having the edges significantly darker than the interior is perfectly correct.Elvish Pillager wrote:Well, I can't arrive at an opinion. Except that the dark outlines are bad. It freaks me out to look at Jetryl's example, in which the outline sits like a tacky hat on a fine statue.
What is very bad is an absolute mandate that all edges of a sprite must be surrounded by a 1px jet black outline.
Drawing a line for an edge was invented for the obvious reason that many edges are formed by shadows - the problem is that a lot of people never bothered to learn WHY they were drawing lines around things, and hence, when not to.
All said and done, you have to admit that the "outlines" on mine are a lot better, according to your standards, than those of fmunoz's...
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- Elvish_Pillager
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It's no problem with most of the body - it's just the hair where the outline looks problematic. I think it has to do with the way hair is - unless you squash it, it will end up filled with air-spaces and fail to be a single shape, making the edges no different from the interior. It's also said that EP uses convoluted sentences that don't convey his meaning very well.
Regardless, I've continued to try to improve the animation. Although I don't think I did a very good job this time around. (one side note - frames 4 and 6 are no longer the same, since the hair must continue to descend instead of reversing and returning in an upwards direction.)
P.S.: Yeah, fmunoz's outline made it look like the hair had been roasted!
Regardless, I've continued to try to improve the animation. Although I don't think I did a very good job this time around. (one side note - frames 4 and 6 are no longer the same, since the hair must continue to descend instead of reversing and returning in an upwards direction.)
P.S.: Yeah, fmunoz's outline made it look like the hair had been roasted!
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It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
- Elvish_Pillager
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Just wondering; would it not be desirable to have the sprite's outfit match that of the portrait? At least, more than it does now? Currently there is a real discongruence between the portrait and the sprite...
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Not really - EP, if you could, please post the individual frames. I'll take it from here.
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- Elvish_Pillager
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Jetryl wrote:Not really - EP, if you could, please post the individual frames. I'll take it from here.
Next on my list: south-facing animation. After all, when facing south, Li'sar isn't THAT inaccurate with a sword!
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It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
...can't ... stop ... editing ....
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- Eleazar
- Retired Terrain Art Director
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Actually with LiSar's hairstyle i think we should pay homage to the Anime roots of Wesnoth Visuals...
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Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
That's probably the funniest damn thing I've seen in days.Eleazar wrote:Actually with LiSar's hairstyle i think we should pay homage to the Anime roots of Wesnoth Visuals...
If you look at my portraits for HttT (the new, good ones), the basic idea is to have a ... "high animé" style, with characters drawn in a relatively realistic style - no mo-e characters with dinnerplate eyes, and no pineapple heads (eg. DBZ or Yu-gi-oh (yuck)).So, I wasn't just imagining it...
Much of this decision was based on the fact that fmuñoz, our founding pixel artist, wanted to do the game in a traditional SNES RPG style, which was generally animé, given that most such games were produced in japan. I respect his contribution to the game, and don't want to change it's essential artistic direction.
Part of it is that I really don't care - the art that I used to drool about definitely isn't what you'd call anime, but I'm happy to try and master this one style on my path to whirled domination. Doing professional-quality work in it is a considerably easier target than what I hope to eventually be capable of; it is, in fact, a target I have finally reached. Yet it teaches me a ton of things about figure drawing, which will continue to be useful to me long after I leave this style behind.
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