Era of Invasions (demons, celests...)

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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

for the last celests units ("guardian" ?)
They are healers.
Look at the bottom line (I have also increased the contrast of the hightlights on the ice fighter line).
orga2.png
Last edited by francophone on March 15th, 2012, 1:55 pm, edited 2 times in total.
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

New soulsucker lvl1 (near the first version)
soulsucker.png
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soulsucker 2.png
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eliopsd
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Re: Era of Invasions (demons, celests...)

Post by eliopsd »

Your whole demon thing made me sleep bad for three days :annoyed:
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

Few changes in my faction of celests.
Ice archers (SI 2 and 3) disappear. This is not an issue graph. Ice fighters must be particular celests. There is enough variety of celest units.
So, I slightly change the hair color in the evolution of the archers. And I also put hair white at slasher (FM3) like the guardian of holy fire (H3)
orga2.png
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

I changed the soul suckers and evolution (All C1 C2 C3) and the fortified (just change colors).
I also planned to modify the sly demons and all hunters (those with a sword, from level 1 to 5)
aaa.png
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

I have a problem with mantis. I wanted to support on the front leg. I opted to turn so that the hips are not face but in profile or slightly back. But something is wrong. Can you tell me what's wrong?
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william150
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Re: Era of Invasions (demons, celests...)

Post by william150 »

the body seems to be facing southeast, but the left leg seem to be directed to the northeast and thigh of the right leg is directed to the south.:hmm:
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

The position must be likeness of him that kicks in this picture : Image
The weight on the front leg and this leg in the same direction as the torso and gaze
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

I then test with a twist in the opposite direction. It's easier and usually (but banal?).

Is that the position looks good, now?
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homunculus
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Re: Era of Invasions (demons, celests...)

Post by homunculus »

who knows how right (or wrong) you can make it look when you try shading?
maybe even this pose might look like the fencer has 2 legs?
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campaign ruthless in your nearest 1.11 add-on server
some wesnoth-related drawings
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

Does it help to see better ?
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homunculus
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Re: Era of Invasions (demons, celests...)

Post by homunculus »

sadly, as far as my opinion goes, not really.
some of your linework seems quite promising, but shading seems to be extremely careless.
or maybe you tried to be careful, but the shading is inconsistent in spite of that.
i mean, there is extreme light on the leg, but less light elsewhere.
maybe this is pillow-shading attitude?
it does look like the larger the lit surface, the brighter it gets in your images.

i do not know if talking about angles is appropriate for you, as this is how i think of shading myself.
but even in secondary school, it was obvious that i was one of the two guys in the class for whom geometry was way more easy than for others.
maybe start from keeping a consistent dark shade for full shadow, and only darkening it in places where you really need to, like armpits.
and keeping a consistent light shade for points that are directly towards the light source.
and please do try to get rid of the black lines, especially in the center of the sprite, before you shade, it will cause you endless trouble otherwise, and keeping those lines might make better shading next to impossible.

i mean, i really meant this one: "the larger the lit surface, the brighter it gets in your images" and it looks wrong.

edit:
actually, it looks like you are trying to force the viewer to interpret every detail like punching the viewer in the face, rather than having a more relaxed attitude, concentrating on the more general shape, and letting the viewer's brain fill in the details.
does this make sense?
the fallback would be: try to make the shadows consistent dark shade, and lights consistent light shade.
campaign ruthless in your nearest 1.11 add-on server
some wesnoth-related drawings
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

Thank you for taking the time to explain all this. And sorry for not able to respond. I do not understand. The translation is problematic about the issues of light and shading.

Maybe some comments are anticipated. The drawings on a green background are drafts to test position. The lines are approximate and not final. The arms, in particular, should be redrawn. ditto for shading.
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The_Other
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Re: Era of Invasions (demons, celests...)

Post by The_Other »

Je suis désolé si mon français n'est pas très bon...

Le plus gros problème, c'est que vous avez utilisé des tons plus clairs pour les grandes surfaces. Il est préférable d'utiliser une ton uniforme pour les zones qui pointent vers la source de lumière, et une ton uniforme pour les zones qui sont dans l'ombre. Utiliser des tons plus sombres pour quelques petites zones seulement, comme les aisselles.

C'est préférable d'enlever les lignes nettes noires avant de commencer l'ombrage, en particulier dans le milieu de l'image.

J'espère que vous pouvez me comprendre, je n'ai pas parlé français depuis longtemps!
Nothing is true; everything is permissible.
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francophone
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Re: Era of Invasions (demons, celests...)

Post by francophone »

Very good French. thank you
Tones are not uniform because it's semi transparent white and black. The dark background accentuates the contrast with the white. It will be different for the final design.
For black lines, I do not know yet. I did all the other units with black lines.

Should I color my drawings so we can evaluate the position?
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