Woodmouse's art stuff [random stuff, page 49]
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Re: Woodmouse's sprites
wow, i've much to learn yet...
your pictures are .. like pro...
wow
i just know how to draw the noobiests guys
congrats, u are a drawing master
your pictures are .. like pro...
wow
i just know how to draw the noobiests guys

congrats, u are a drawing master
Re: Woodmouse's sprites
If that's sarcasm... I'm gonna cry. D:firedragon86 wrote:wow, i've much to learn yet...
your pictures are .. like pro...
wow
i just know how to draw the noobiests guys![]()
congrats, u are a drawing master
But if it's not, well, thanks.

And here's a new sprite, mini-Cthulhu!


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Re: Woodmouse's sprites
I had to google what a "Cthulhu" is, and even with artistic license taken in account, I can't distinguish... Well, anything. Could you explain it to me?
Ecce, in caelo! Est avem! Minime, est vehiculum aerem! Minime, est virum Latinum!
Re: Woodmouse's sprites
Me and Zero had (or are having as Zero's not finished yet) some sorta spriting competition or something of doing a sprite of a thing Valkier did, and well, this is what I made...


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Re: Woodmouse's sprites
Welp I'm finished now. It's in my thread as you already know.
EDIT: Here comparison.
EDIT: Here comparison.
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- WOODMOUSE VERSUS ZERO.PNG (7.09 KiB) Viewed 3289 times
Re: Woodmouse's sprites
Quoting myself... ART CONTRIBUTORS PLEASE READ!!!
And also, do you think this would be better as the smaller mudcrawler, or as the bigger? Because I myself thought it'd be the smaller one, and that I'd also make the bigger one later... But well. It might be too big?

So is it good enough for mainline? I mostly mean the base frame, and can I have some advice on the animation?woodmouse wrote:Ugh. I'm not good in making shadows.
But is this better?
(And I also tried making it more jiggly again, but it's really hard...)
And also, do you think this would be better as the smaller mudcrawler, or as the bigger? Because I myself thought it'd be the smaller one, and that I'd also make the bigger one later... But well. It might be too big?
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- thespaceinvader
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Re: Woodmouse's sprites
I'll run it by Jetrel next time I see him. It's certainly getting closer. I'd say potentially to make it look a little more slimy, use some really bright specular highlights. And the shadow shouldn't go up behind it like that.
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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: Woodmouse's sprites
Ok! Hmm, is this better?thespaceinvader wrote:I'll run it by Jetrel next time I see him. It's certainly getting closer. I'd say potentially to make it look a little more slimy, use some really bright specular highlights. And the shadow shouldn't go up behind it like that.


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Re: Woodmouse's sprites
During the animation the whitish pixels above his eve look rather odd. Almost like they are... spinning?
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Wish I had more time for composing music...
Wish I had more time for composing music...
Re: Woodmouse's sprites
It's like pulping. I'm not sure if it's clear enough then...Telaron wrote:During the animation the whitish pixels above his eve look rather odd. Almost like they are... spinning?
...or bulbing. Or whatever the word is. The *plop* thing. BUBBLING!!! Yeah, that.
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- artisticdude
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Re: Woodmouse's sprites
For some reason I haven't really paid much attention to this sprite before, but since you're aiming for mainline with it I'll shell out some critique on the baseframe.
1. Shading
The sprite appears rather flat in places, due to the fact that in those places only 1 or 2 colors are used. And as TSI pointed out, specular highlights are important in a mud creature, due to the nature of the substance that comprises it. Also, use lighter colors to outline the side of the sprite that faces the light source. Finally, perhaps the eyes should have stronger highlights and more contrast, to give the impression of glowing.
2. Shadow.
The shadow seems to be originating from 2 sources ATM, because the creature is casting 2 shadows. You only need one. Also, I'm not quite sure what you're trying to accomplish with all those semi-transparent pixels around the base.
3. Other
This is debatable, but I am of the opinion that the mudcrawler shouldn't have clods of dirt surrounding him. They wouldn't move with him when he moves, so the fact that they are always there would seem rather strange to some players (such as myself). And I'm not quite sure what to make of those dark lines across its body... what are those for?
That said, this shows great promise and the current mudcrawler really needs to be replaced. Good luck with this.

1. Shading
The sprite appears rather flat in places, due to the fact that in those places only 1 or 2 colors are used. And as TSI pointed out, specular highlights are important in a mud creature, due to the nature of the substance that comprises it. Also, use lighter colors to outline the side of the sprite that faces the light source. Finally, perhaps the eyes should have stronger highlights and more contrast, to give the impression of glowing.
2. Shadow.
The shadow seems to be originating from 2 sources ATM, because the creature is casting 2 shadows. You only need one. Also, I'm not quite sure what you're trying to accomplish with all those semi-transparent pixels around the base.
3. Other
This is debatable, but I am of the opinion that the mudcrawler shouldn't have clods of dirt surrounding him. They wouldn't move with him when he moves, so the fact that they are always there would seem rather strange to some players (such as myself). And I'm not quite sure what to make of those dark lines across its body... what are those for?
That said, this shows great promise and the current mudcrawler really needs to be replaced. Good luck with this.

"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: Woodmouse's sprites
I would've done those things, but... I have problems without needing to redo half of it. 

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Re: Woodmouse's sprites
Dwarf head. Or maybe just some old man's head. Or something.


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Re: Woodmouse's sprites
The nose and the eyes are really unclear.
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- thespaceinvader
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Re: Woodmouse's sprites
Flatten and simplify. Start with flat colours, and shade to add VOLUME. Then try shading to add texture. Giving something shape is much, MUCH more important than giving it texture, at sprite scale. Shape is what defines the form of an object. Texture just adds interest.
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.