Majors Art
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Re: Majors Art
Like this?
EDIT: and here is a berserker I made.
Nothing is foolproof to a talented fool.
Re: Majors Art
The watchman looks squashed, and his feet look somewhat square. Great job on the lantern though.
The beserker looks nice but again has square feet, and his face is hard to read somewhat.
The beserker looks nice but again has square feet, and his face is hard to read somewhat.
Re: Majors Art
The crossguard is better, but not the best it could be. it suggest you get out the colour swatch and use a dark pink for the outline instead of black.
The lamp is great.
The berserker looks reaaaaally stiff. Ok, only his arm does, but it had that effect. So yer, better arm position, and perhaps less intense relief on the muscles. The axe could use improvement but I have to go now so I can't say what, sorry.
The lamp is great.
The berserker looks reaaaaally stiff. Ok, only his arm does, but it had that effect. So yer, better arm position, and perhaps less intense relief on the muscles. The axe could use improvement but I have to go now so I can't say what, sorry.
My spritework can be seen here.
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Re: Majors Art
I, personally, really like the square feet. I suppose the boots are reinforced and the shape makes them look more... tough.Aura wrote:The watchman looks squashed, and his feet look somewhat square.
I'm more skeptical about the Watchman's sword hand. I believe that holding both the lantern and the sword up would be quite tasking. I'd suggest lowering the left arm (the sword wielding one).
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Re: Majors Art
Just noticed that, and yer I agree.
My spritework can be seen here.
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Re: Majors Art
I fixed the Berserker's arm hopefully that helps the stiffness problem.
Nothing is foolproof to a talented fool.
Re: Majors Art
No, it doesn't, well, not very well. Right now, his elbow is pinned to his side, which is uncomfortable and unnatural. His axe could also use work. Right now it looks like its made of stone. This might be intentional, but probably not seeing as rock blunts easily (depending what rock you use actually, but rock doesn't seem the best choice for a higher level unit) . To make it look like metal, you need more contrast and highlights. In fact that is the secret to metal, contrast and highlights.
Also, just on background facts.
The idea of berserkers is that they rampage through battle without feeling any pain. They also performed things that were seemingly inhuman. Hence, the idea of having a shield seems a little strange. I am however, used to the original norse style berserker. These guys might me different.
Also, just on background facts.
The idea of berserkers is that they rampage through battle without feeling any pain. They also performed things that were seemingly inhuman. Hence, the idea of having a shield seems a little strange. I am however, used to the original norse style berserker. These guys might me different.
Last edited by Frogger5 on February 23rd, 2010, 6:15 am, edited 1 time in total.
My spritework can be seen here.
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Re: Majors Art
Ok then more improvements on the berserker. Meanwhile here is an (hopefully) improvement on the Town watchman.
Nothing is foolproof to a talented fool.
Re: Majors Art
You did the stiff arm thing that you did with the original berserker. As I said, its unnatural and, well...stiff.
My spritework can be seen here.
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Re: Majors Art
That arm is meant to be hanging loosley ,but seeing as he is turned away from us the arm goes behind him making it look like he is holding it against its side.
EDIT: Updated Berserker.
EDIT: Updated Berserker.
Nothing is foolproof to a talented fool.
Re: Majors Art
Yes but nevertheless my first impression was siffness, and other people may have the same.Major wrote:That arm is meant to be hanging loosley ,but seeing as he is turned away from us the arm goes behind him making it look like he is holding it against its side.
The concept is good, and so is the axe. but his fist looks tiny compared to his arm. Dark outlines would probably fix this.Major wrote: EDIT: Updated Berserker.
My spritework can be seen here.
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Re: Majors Art
That's way better, in my opinion.Major wrote:Ok then more improvements on the berserker. Meanwhile here is an (hopefully) improvement on the Town watchman.
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Re: Majors Art
The berserker's stiffness comes about because his axe is parallel with the screen. Things which are in the block like this tend to look stiff, especially when the unit is facing fairly straight on. You need some foreshortening. Just a little, but it will make a big difference that simply changing the position of the arm will not.
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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: Majors Art
I think the angle of watchman's sword tip does not match the angle of the whole blade.
I attempted to fix this: EDIT: On the other hand, I might have made the sword too long and/or killed the foreshortening of tip.
I attempted to fix this: EDIT: On the other hand, I might have made the sword too long and/or killed the foreshortening of tip.
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Re: Majors Art
Thats much better, great work. The new angle works to make him less stiff.
My spritework can be seen here.
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