Outsider Art for Bad Moon Rising
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
- Darker_Dreams
- Posts: 608
- Joined: February 1st, 2008, 5:26 pm
Re: Art for Bad Moon Rising
I'm gonna go with longbow; it's very intense and interesting visually- but unless the character is an incredibly tight-wound individual it's going to come across as overly intense for a "standard" portrait. But that entirely depends on the character- if the guy is one whose lines tend towards "drink up, boys, tomorrow we die," then A+. If he cracks even a single non-deadpan joke, or has a moment of not being on top of the ball, it's going to play weird.
- Girgistian
- Art Contributor
- Posts: 668
- Joined: April 5th, 2008, 8:23 pm
- Location: The lands of perkele
Re: Art for Bad Moon Rising
The chin looks very flat on the neck. His face is pointing way too much up, and it destroys the 3d depth feeling of his face. Sorry, I was supposed to tell this before the shading.
For the dark gods!
Re: Art for Bad Moon Rising
No worries, a face is easier to fix than a torso. I think it's better now. The lit nose-bridge may have been causing the head-to-far-back problem?
No, he's not going to be cracking any jokes. Somebody should though, the dialog is a bit wooden at the moment.If he cracks even a single non-deadpan joke, or has a moment of not being on top of the ball, it's going to play weird
- Girgistian
- Art Contributor
- Posts: 668
- Joined: April 5th, 2008, 8:23 pm
- Location: The lands of perkele
Re: Art for Bad Moon Rising
It's much better now. It comes to my mind, however, that he might look more convincing if:
1) The eyes would be completely shadowed by the helmet (but that probably doesn't cope with the rest of the shading)
2) Make the head tilt less backwards. He can look serious and commanding without looking down at the viewer - the current head-position looks a little awkward.
1) The eyes would be completely shadowed by the helmet (but that probably doesn't cope with the rest of the shading)
2) Make the head tilt less backwards. He can look serious and commanding without looking down at the viewer - the current head-position looks a little awkward.
For the dark gods!
Re: Art for Bad Moon Rising
Thanks. I agree that completely covering the eyes would look better. I'd originally wanted the light to be coming straight down, but couldn't figure out how to get that to work. The head tilt may be a bit much, but I think it's close enough for now.
This is supposed to be a big monster. It doesn't fit in the hex, I'll use a halo or standing animation. Animating big things is difficult, so I want to be sure I'm starting from a good base frame. Does anyone see anything wrong (aside from the shadow)?
This is supposed to be a big monster. It doesn't fit in the hex, I'll use a halo or standing animation. Animating big things is difficult, so I want to be sure I'm starting from a good base frame. Does anyone see anything wrong (aside from the shadow)?
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: Art for Bad Moon Rising
It's way, WAY too big.
I realise it's supposed to be big, but this guy is about 5 times the size of the Fire Dragon, and would cover maybe 5 hexes. A human would barely come up to the level of its hoof. Animations can be big, but their size is not unlimited - i think they can cover the home hex and the six surrounding it, but no more.
That aside, the directions of its forelegs and its rear end don't line up - the head and forelegs face camera straight on, while the rear legs are pointed towards the lower right of the frame. The shading could stand a little more contrast and depth (i.e. more colours), too. These minor issues aside, it's a very good sprite. But it's not one that you'll find easy to use in Wesnoth.
I realise it's supposed to be big, but this guy is about 5 times the size of the Fire Dragon, and would cover maybe 5 hexes. A human would barely come up to the level of its hoof. Animations can be big, but their size is not unlimited - i think they can cover the home hex and the six surrounding it, but no more.
That aside, the directions of its forelegs and its rear end don't line up - the head and forelegs face camera straight on, while the rear legs are pointed towards the lower right of the frame. The shading could stand a little more contrast and depth (i.e. more colours), too. These minor issues aside, it's a very good sprite. But it's not one that you'll find easy to use in Wesnoth.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Art for Bad Moon Rising
Oh no, I hadn't thought of that. The holy beam is 670 pixels, so I assumed this was possible. I guess I need to test all this with a giant stick figure...
(And I personally find the fire dragon a little underwhelming. It's a great sprite, but it's not my idea of a mythic monster that could eat a village.)
(And I personally find the fire dragon a little underwhelming. It's a great sprite, but it's not my idea of a mythic monster that could eat a village.)
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: Art for Bad Moon Rising
It's getting redesigned (VERY gradually) and will be a little larger when it's finished, but don't go too crazy with sprite sizes.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Art for Bad Moon Rising
I'm trying to fix this guy. I think it's salvageable, but second opinions are helpful.
(Animating that chimera is a pain, but it does work if I use it as a halo.)Re: Art for Bad Moon Rising
The arm/hand seems to be at an unnatural angle, and the light blue cloth and staff need shading but it will be a good start to work from...
Re: Art for Bad Moon Rising
hey! great to see you still working on your portraits! you must have done a ton by now!
but on to scarrion once more:
as longbow pointed out his pose is highly unnatural. i have big problems bringing my arms in such a position. have you tried to act it out yourself? first thing you'll notice that you'll rotate the lower shoulder back - you need to move the torso (orange line). with the arms there are more options - you could simply rotate the hand and change the ellbow's angle slightly (white). or you could rise his left arm even higher and bring the upper arm across the chest, too. and if you categorically want to keep the hand position you should lower the lower arm, then it is still uncomfortable but possible.
and (i think i tell you everytime) think about the male torso! a male has no hourglass shape! these are two torso studies i did recently (1) (2) (after vanderpoel and bridgeman). perhaps they can help...
keep it up!
but on to scarrion once more:
as longbow pointed out his pose is highly unnatural. i have big problems bringing my arms in such a position. have you tried to act it out yourself? first thing you'll notice that you'll rotate the lower shoulder back - you need to move the torso (orange line). with the arms there are more options - you could simply rotate the hand and change the ellbow's angle slightly (white). or you could rise his left arm even higher and bring the upper arm across the chest, too. and if you categorically want to keep the hand position you should lower the lower arm, then it is still uncomfortable but possible.
and (i think i tell you everytime) think about the male torso! a male has no hourglass shape! these are two torso studies i did recently (1) (2) (after vanderpoel and bridgeman). perhaps they can help...
keep it up!
Re: Art for Bad Moon Rising
Ah, that makes me feel like a slacker.kitty wrote:you must have done a ton by now!
The pose is not relaxed (and I don't want it to be) but it doesn't seem impossible, I have no problem doing it. Maybe there needs to be better foreshortening of his upper left arm. (This was an attempt at fixing an older image, I definitely agree that the hips are bad, the belt is just sort of glued on there too.)kitty wrote:have you tried to act it out yourself?
The orange lines have given me something to think about for his right shoulder & arm. Thanks.
Re: Art for Bad Moon Rising
Scarrion Re-Re-Redux.
-
- Posts: 1114
- Joined: December 9th, 2005, 2:38 am
Re: Art for Bad Moon Rising
Good work on the hair and face 
Though, his left arm is kind of awkward--I think his shoulder should be farther back, and his hand lower down and farther out. As it is, he's got his arm almost as tight as it can be, his shoulder hunched forward, and his elbow stuck pretty far back... When you put those three together, it is a little uncomfortable :/
Anyway good job.

Though, his left arm is kind of awkward--I think his shoulder should be farther back, and his hand lower down and farther out. As it is, he's got his arm almost as tight as it can be, his shoulder hunched forward, and his elbow stuck pretty far back... When you put those three together, it is a little uncomfortable :/
Anyway good job.
Re: Art for Bad Moon Rising
Thanks. I see what you mean about the left arm, that can be fixed.
This is a loyalist. The waist and lower hand are pretty rushed & unfinished, but the rest is in place (though not shaded).
This is a loyalist. The waist and lower hand are pretty rushed & unfinished, but the rest is in place (though not shaded).