artisticdude's Art

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Fog
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Re: artisticdude's art, critique welcome

Post by Fog »

Not to sound like a broken record but, you're definitely improving.

I have two issues with the sprite: one being that the shading is inconsistent; it goes from being smooth on the arms and legs to very rough looking on her/his/its torso and head. My second is that the shadow seems to be (correct me if I'm wrong) the wrong color and/or opacity while not capturing the silhouette of the... Um.. Krolakk. Right now the shadow is nearly just an ellipse.
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Sleepwalker
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Re: artisticdude's art, critique welcome

Post by Sleepwalker »

It looks good overall, though there are some things I'd like to ask/point out.

The chest and head is very dithered while the arms and legs are smoothly shaded. It makes it look rough or almost hairy, the Omega is a prime example of having it looking hairy. Somehow I don't think this was intended. :P If you want it rough looking there are better ways than dithering, at this size anyway. Question is if you want it rocky, leathery or scaly or whatever.

As the lightsource is a bit to our left the shadow would be cast a bit more to our right.

This could be this creatures anatomy, but the eyes look like they are lain flat against his head. One would expect a hollowing in which the eyes sit, but like I said This creature might not have them. In either case the eyes could use some more shading.


Anyway I've been skimming the thread it's visible that your improving. :)
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artisticdude
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Re: artisticdude's art, critique welcome

Post by artisticdude »

Thank you for the advice, Sleepwalker. :)
Sleepwalker wrote:Somehow I don't think this was intended. :P If you want it rough looking there are better ways than dithering, at this size anyway. Question is if you want it rocky, leathery or scaly or whatever.
It wasn't intended. Like my latest creation, I intended the skin to have rough, porous, pockmarked texture. Might you perhaps know of any tutorials or such that describe how to achieve different textures with with different methods of dithering?
Sleepwalker wrote:This could be this creatures anatomy, but the eyes look like they are lain flat against his head. One would expect a hollowing in which the eyes sit, but like I said This creature might not have them. In either case the eyes could use some more shading.
Hmm, yes, I'm really not happy with those eyes, tbh. In fact, I think I might remake the entire head, as it just looks too 'clean' for what I had intended... it looks like a elongated sphere with some eyes slapped on. :P
Sleepwalker wrote:Anyway I've been skimming the thread it's visible that your improving. :)
Thanks! I honestly knew nothing (and I mean nothing) about pixel art when I first came to Wesnoth, and now I can at least claim to be reasonably capable in some of the more basic areas of spriting. But I've still got a very long way to go, so I appreciate your taking the time to help me improve. :)
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Sleepwalker
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Re: artisticdude's art, critique welcome

Post by Sleepwalker »

No problem. :D
I intended the skin to have rough, porous, pockmarked texture. Might you perhaps know of any tutorials or such that describe how to achieve different textures with with different methods of dithering?
Nope, sorry. Don't know any tutorials. This is a sprite so you gotta play with scale a bit. I'd suggest putting actual pockmarks here and there. Use some reference.
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
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Re: artisticdude's art, critique welcome

Post by artisticdude »

I've done some work on texturing the skin, although I still have to do something about the head. And I'm attempting to animate my avatar, but it's... not working out. :(
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artisticdude
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Re: artisticdude's art, critique welcome

Post by artisticdude »

:annoyed: Due to my frikkin' RL schedule, I've been forced to take an involuntary Wesbreak for a week or more. I won't have internet access, or even computer access of any kind other than my iPod, so I can't do any more art until I return (which hopefully will be sooner rather than later). Keep up the great work guys! :)

-artisticdude

Oh yes, and @Zerovirus: I haven't been idle. :wink:
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Re: artisticdude's art, critique welcome

Post by Blarumyrran »

The dithering doesn't really work out. And the shading is pillowy.
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artisticdude
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Re: artisticdude's art, critique welcome

Post by artisticdude »

Okay, here's the final version of this sprite. Now onto something new.
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Re: artisticdude's art, critique welcome

Post by artisticdude »

/me starts doing a custom remake of the imp.
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Re: artisticdude's art, critique welcome

Post by Captain_Wrathbow »

/me likes your custom remake of the imp
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Re: artisticdude's art, critique welcome

Post by King_Elendil »

Artisticdude, that is awesome! Your quality is just getting better and better!
I'm finally admitting that this will be a very long (if not permanent) Wesbreak. Thank y'all for the great times, and may Wesnoth rise to become one of the most popular games on the planet.
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Re: artisticdude's art, critique welcome

Post by Tet »

Have I allready suggested to you to look at the Akladians sprites? They are less than 20 and no animations right now.

I like the animation. There is a scooping movement (Like a spoon) with the sword. Straighten that away and the animation would work for me.
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Re: artisticdude's art, critique welcome

Post by artisticdude »

Tet wrote:Have I allready suggested to you to look at the Akladians sprites? They are less than 20 and no animations right now.
Akladians? That sounds familiar, but I can't place them. What era/faction/campaign are they from?

So, completion (unless someone has something to point out?).
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Fog
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Re: artisticdude's art, critique welcome

Post by Fog »

I've got one nitpick: your eyes have been small on the imp and the sfdhs and they hardly show up on a 1920x1080 monitor. I would suggest making them bigger.
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Re: artisticdude's art, critique welcome

Post by artisticdude »

Hmm, I see what you mean. Good point. Perhaps making them a pixel or two wider might work.

And by the by (just for future reference), the body is not intended to be symmetrical. The left arm is slightly shorter, and the left hand is larger than the right. By the same token, the right foot has three claws while the left has only two. This is all intended, since it is my opinion that it serves to enhance the warped and evil nature of the unit.
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