artisticdude's Art
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- artisticdude
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Re: artisticdude's art, critique welcome
Heck, that's cool too, although not quite what I wanted. Let me add the shadow like tsi suggested and we'll see what that looks like. Canyon, hmm... drat. Zero, now that you suggested that I just have to try making a canyon too.Zerovirus wrote:Look at it as a chasm, not a moletunnel thing.

"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: artisticdude's art, critique welcome
I don't see the chasmyness.
I don't see mole tunnelyness either though. 
The shading is awkward. I'm sorry I can't put into better words what I think is wrong with it. I don't know the vocab. Maybe what TSI said will help.


The shading is awkward. I'm sorry I can't put into better words what I think is wrong with it. I don't know the vocab. Maybe what TSI said will help.
- artisticdude
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Re: artisticdude's art, critique welcome
I think it needed stronger highlights. Next version:
The transitions are pretty messed up, but that can be rectified later.
The transitions are pretty messed up, but that can be rectified later.
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- fixed, maybe....png (18.89 KiB) Viewed 2618 times
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: artisticdude's art, critique welcome
Now it looks sometimes moundy and sometimes chasmy, in my opinion. Interesting optical illusion. Maybe you could do something with the far edge so that it looks like the mound is rising up and hiding it a little? So that the edges on that side are straighter rather than bumpier?
Re: artisticdude's art, critique welcome
Adding a shadow as TSI suggested will force you to see it the right way.
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Re: artisticdude's art, critique welcome
Yes that's helpful.
- artisticdude
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Re: artisticdude's art, critique welcome
SFault wrote:Try making some grass come over the road, or is it actually a huge turd?

Ooookay... it's a mound of dirt actually, not a road or a turd. Like what moles leave behind when they dig in your lawn.
Yup, that'll be my next step.Gambit wrote:Adding a shadow as TSI suggested will force you to see it the right way.
Interesting idea. It's worth trying, but I don't want to too look too straight, or it'll look unnatural.wesfreak wrote:Maybe you could do something with the far edge so that it looks like the mound is rising up and hiding it a little? So that the edges on that side are straighter rather than bumpier?
Perhaps I could get rid of the dark base on the far side as well...
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Re: artisticdude's art, critique welcome
I think the shadow will probably fix it. 

- artisticdude
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Re: artisticdude's art, critique welcome
Next version. I'm not quite sure if the shadow is dark enough (I'm too used to sprite shadows). Any thoughts on that specifically?
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- Captain_Wrathbow
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Re: artisticdude's art, critique welcome
I would say the shadow needs a little darkening.
The chasm-y look is going away, methinks.
The chasm-y look is going away, methinks.

- thespaceinvader
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Re: artisticdude's art, critique welcome
Context helps with these sorts of things. The human eye notoriously finds it very difficult to determine whether a given volume is internal or external, absent any other indicators. A dwarf standing inside it, digging, with his legs obscured by the near edge of the chasm, makes it a chasm. A dwarf digging on the far side of it, with his legs obscured by the pile, makes it a pile.
There's a suggestion in there somewhere
There's a suggestion in there somewhere

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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.
- artisticdude
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Re: artisticdude's art, critique welcome
Well, Captain_Wrathbow will need to do that, since I don't know how this is going to work in his scenario. But I darkened the shadows and made a few other edits, so hopefully this is better than the last version.
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- Captain_Wrathbow
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Re: artisticdude's art, critique welcome
A dwarf standing beside it, digging, (TSI's second example) would be great! 
