Search found 1476 matches

by Sgt. Groovy
August 4th, 2006, 7:42 am
Forum: Art Development
Topic: Sea Serpent Portrait WIP
Replies: 54
Views: 20861

I would make the muzzle overlap with the body either more than now or then not at all. Right now it looks like it's nibbling its own neck.
by Sgt. Groovy
August 2nd, 2006, 5:24 pm
Forum: Art Development
Topic: Elf Portait
Replies: 11
Views: 7910

Also, light reflecting from the hair should be seen on the dark side of the sword blade. The sword could also be a bit smoother, now there is some jagginess to it.

The cast shadows seem to be missing, The arm should cast some on the body, and the sword on the shoulder.
by Sgt. Groovy
August 2nd, 2006, 5:20 pm
Forum: Art Development
Topic: Elf Portait
Replies: 11
Views: 7910

I agree about needing heavier contrast. Looking at the hair, the lighting seems to be almost horizontal and very sharp. This complements well the rather dynamic pose, but some of the shadow areas need to be darker to make the lighting more consistent.
by Sgt. Groovy
July 31st, 2006, 12:44 pm
Forum: Art Contributions
Topic: Longbowman portrait proposal
Replies: 40
Views: 12482

Just the thing I like Lutes-Style portraits for:
They are so simple, yet they look very good!
I agree on that, but when you have seen lot of them, they start to look alike and repetitive.
by Sgt. Groovy
July 31st, 2006, 12:26 pm
Forum: Art Contributions
Topic: Few sketches for portraits
Replies: 140
Views: 45523

For future reference, it would be best if the "camera" (causing the rest of the perspective) was at the vertical level of the chin/head, rather than the waist, as it seems to be now. Actually, if you look at the feet, you'll see we're closer to the ground level... But if it's going to be ...
by Sgt. Groovy
July 31st, 2006, 7:57 am
Forum: Art Contributions
Topic: Few sketches for portraits
Replies: 140
Views: 45523

The proportions of the sprites are nowhere near realistic (for example, the head is 1/3 of the height for the dwarf), and therefore shouldn't be taken literally when doing realistic portraits.
by Sgt. Groovy
July 31st, 2006, 6:54 am
Forum: Art Contributions
Topic: Few sketches for portraits
Replies: 140
Views: 45523

Thickened the arm a bit and enlargened the shield. I agree that the bigger shield looks much better for a defensive unit (though here it's just a crude scale-up, I would have to draw it more neatly for the final picture. For example, such a big shield would have to be thinner)
by Sgt. Groovy
July 30th, 2006, 8:05 pm
Forum: Art Contributions
Topic: Few sketches for portraits
Replies: 140
Views: 45523

Yet another try on Dwarvish Guardsman (with two in between that weren't good enough to show). I have tried to follow the sprite art, with round helmet with dorsal ridge, shoulder and thighpads, gloves, wooden shield, tied beard and metal-reinforced shoes. I think I'm closing in on the right proporti...
by Sgt. Groovy
July 30th, 2006, 11:29 am
Forum: Art Development
Topic: Dark Adept Portraits (Male W.I.P [10%] Female W.I.P[70%])
Replies: 112
Views: 39803

However, it is true that women's lips are generally "fuller," than men's; that is, slightly thicker. I would speculate that there is no average difference in lip thickness between men and women, but that men's more robust chin makes the lips stand out less. It should also be noted that li...
by Sgt. Groovy
July 29th, 2006, 8:04 am
Forum: Art Development
Topic: Outlaw portrait
Replies: 16
Views: 8902

And btw, you'd get more comment if you'll move the thread to the art contributions section. More people probably browse there, and here only users who are members of a group can comment.
by Sgt. Groovy
July 29th, 2006, 8:02 am
Forum: Art Development
Topic: Outlaw portrait
Replies: 16
Views: 8902

The red line shows (roughly) how the edge of the scarf should really go (try one on yourself and look in the mirror).

What's with the apron?
by Sgt. Groovy
July 28th, 2006, 8:34 pm
Forum: Art Development
Topic: Dark Adept Portraits (Male W.I.P [10%] Female W.I.P[70%])
Replies: 112
Views: 39803

Sorry about commenting so late, but after the thread was moved to art developers section, I was not able to post until Jetryl kindly added me to art contributors group. To me, the shading of the face doesn't give consistent impression about light direction. The biggest problem in this regard is that...
by Sgt. Groovy
July 28th, 2006, 6:58 pm
Forum: Art Contributions
Topic: IoA art
Replies: 25
Views: 5996

I have to raise my arm all the way to horizontal position before my shoulder raises to chin level, and I would also claim that the viewpoint is a bit above the character overall (that's the way I see it anyway), but it's pointless to argue. Since so much of the outline is conveniently covered by the...
by Sgt. Groovy
July 28th, 2006, 5:27 pm
Forum: Art Contributions
Topic: IoA art
Replies: 25
Views: 5996

But since we are looking at the head on a downward angle (considering that the chin is seen roughly at the level of the shoulders) the actual top of the head would be where I have put a red dot. You can only level the eyes in the middle by the outline if youre drawing the head from horizontal perspe...
by Sgt. Groovy
July 28th, 2006, 10:04 am
Forum: Art Contributions
Topic: My first attempt at a portrait (sort of)
Replies: 19
Views: 4589

The helmet could have some riveting to keep the pieces together. The armour should definitely look more worn, the cut-off spike is nice touch, but it's not enough. Dents, scratches, etc. When shading, try make the round and extending parts more bright, because they are polished by wear, while seams ...