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 Art Dump 
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Bombzero wrote:
So guys, I've been working on a sketch for a bit and I came to an issue of sorts.
I really do not know how to do imaginary lines properly, so in this particular instance...

The lines outlining the breasts underneath the shirt are clearly too strong in this case, but I do not actually know how to "Imply the shape with less line" any advice from our more talented line artists?
(Asking here because DRLFF seems to be slightly better at... useful advice for the more technical aspects of art)


You have much larger problems than your boob lines, tbh.

Image

Your dragon lady or whatever is leaning back way too far, her clothes don't fall over her body, her arms are tubes, etc etc.

You need to do some studies of anatomy in general, to get a feel for how muscles and fat flow over the skeleton, since ultimately that's what shapes a person's body.

For my lizardgrrl (lets call her "Arnette" hohoho) I chose a lean physique, so her arms aren't particularly blobby or smooth as they are in flabby individuals (whether they're fat flabby or just super unfit, doesn't make much difference until you start them looking emaciated).
I played around a lot with the shoulder area, started quite high but brought it down slowly for reasons of preference. Lizard necks are usually pretty short though, and they have a backwards facing Foramen Magnum (http://en.wikipedia.org/wiki/Foramen_magnum). Arnette's is facing somewhat downwards but still quite prominently backwards, so her head juts forwards. Yours looks to have an almost forward facing Foramen judging by the angle of entry of the neck. That ♥♥♥♥ is whack.

Arnette's arms are fairly humanoid, but I chose to go for a tetradactyl hand than pentadactyl - 3 fingers rather than 4 + one opposable thumb.

Arnette's head shape was chosen to make her seem a little more likable - it's smooth, and her snout is pretty short. For the horns I made a similar design judgement: I went for pachycephalosaur-like blunt fringe horns. The mouth shape was shamelessly inspired by my reference. The head is actually too side-on really, though lizards don't usually have frontwards facing eyes so maybe she's turning her head to get a good look at you.

Arnette's boobs are fairly lowset and it looks like she's wearing at least some kind of bra, because they're not facing downwards like boobs this big likely would (note the underside length is more circular than the top side length, which is straighter). I didn't really want her to have big tits (for the whole lizards != mammals thing mentioned above) but they were easier to illustrate how I'd approach boobs the size you've got in your image without making them look like they're bound around the middle and in an antigravity chamber.

Her torso is kind of stumpy because it helped convey the stocky lizard feel I wanted to get out of her.

I gave Arnette high-waist jeans rather than hipsters because theres no way you're fitting a tail out through hipsters, though the lines there are still rough as all ♥♥♥♥ cause I had to make this post before I go eat lunch, haha.

some ref:
http://ironmarches.com/wp-content/uploa ... zardan.jpg
http://images2.wikia.nocookie.net/__cb2 ... saurus.jpg
http://www.pixeljoint.com/pixelart/10001.htm
http://www.prospect.sa.gov.au/webdata/r ... Museum.JPG

I'd put more work into this but I'm fairly sure I've given you some areas to improve on.
Basically, Arnette looks like a lizard-woman-dinosaur thing, your dragon lady looks like a lady with nail prosthesis, disembodied boobs and a different species head pasted on. You need to approach the design holistically, and work on your anatomy. Good luck!


Sun Nov 18, 2012 4:02 am
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GETI: CHAMPION OF *REAL* LIZARDWOMANS

seriously, that's incredible. you are incredible. arnette is incredible.


Sun Nov 18, 2012 4:48 am
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kebbit fapped to arnette
this is the truthnoitisnt
how do you feel about that geti
how does that make you feel


Sun Nov 18, 2012 6:55 am
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No idea, too busy pixelling stuff

Image

Kinda wip, kinda not (too busy with KAG stuff to work on these assets outside of the weekend really)

400x300 res with vaguely GBC sprite/tile restrictions. Not super happy with the cliffs since they kinda buck the trend with the style.

Heavily GBC zelda inspired, bits of kirby and newer gen games here and there.

Trees aren't "final" but are indicative and as far as I'm going to take this mockup.

tbh it's been awesome being restricted to 3 colours per sprite since that's only enough for lighting info, has made me pay much more attention to form and function.

EDIT: Sorry for wanking on the thread:

Worked more on my java framework prototype, getting past some of the grindy stuff now.
Keep in mind that this is an "in my free time" project.

Assets created today. Tiny man in a tiny world walks past some tiny trees.
Image
A shot to let you have a look at the underlying physics of it all.
Image


Today I implemented the ability to specify arbitrary pixel sizes, like the 2x1 widepixels seen here. As a bonus, you get to see my ugly editor :D
34/64 is currentTile/MaxTiles, 34 is tile currently under the cursor, red indicates the tilemap hasn't been saved to disk yet
Controls are: WASD movement + IJKL selection + U to colour pick + ENTER to save + SPACE to draw + NUMPAD UDLR for resizing the map, clunky as hell for the first 10min or so but getting more comfortable, which is a worry, haha. Need a mouse interface for painting probably + clickable HUD ♥♥♥♥ for the advanced options.
Note that the interface stuff is drawn in widepixels as well.
Image

All the content you see here was put together today, though I've been working on the framework on and off for a few weeks to keep myself sane through exams and KAG crunch time. The lessons learned here will likely be applied to a C++ engine MM and I want to build after KAG's done, so I've been focussing on ways of making components reusable in a multitude of ways - like being able to fake the physics and graphics of the tilemap using one SquareShape component and one SpriteRenderer component, but also being able to make the player object with a CircleShape and SpriteRenderer without needing to manage what happens to them that much afterwards.

Arne's 16 col palette used to get some quick assets together.


Sun Nov 18, 2012 10:16 am
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Looks really nice! You mentioned you used Arne's palette? Can I have it/where can I find it? It looks really nice for pixeling.


Sun Nov 18, 2012 3:35 pm
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Geti wrote:
No idea, too busy pixelling stuff

Image

I would totally make and/or play this game.


Sun Nov 18, 2012 6:18 pm
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Geti wrote:
-snip advice stuffs-


Was too tired to properly respond or understand last night (12 hour Xcom EU marathon).

Anyways, thank's Geti, useful advice. And by the way it helps a whole hell of a lot when people include pictures with their descriptions, so thanks for that as well. (It's ♥♥♥♥ ridiculous, you describe the inner workings of a mechanical device so complex most people wouldn't know where to start, I get it instantly. You try to tell me how to draw an arm, and I practically need a damn diagram to understand it.)

But the thing is that I understand a lot of the core principles about anatomy, and construction, and whatever else but I suck at implementing them, so in that case your critique is actually really helpful as it points out what I need to work on in the future.
There is one problem I have with muscle definition though, I always feel like I'm doing "too much" when I try to do it at all, but then it looks bad if I don't try more, so it's kinda a self-doubt thing that really ♥♥♥♥ annoys me.


Sun Nov 18, 2012 7:59 pm
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dat self-doubt thing

i know it

I suppose the best way out of it is to take a gigantic dump on all doubts and go be a cool dude. Like right now, i'm gonna hop on the "show yer gaem" bandwagon that Geti unknowingly started (in a visually amazing manner) and... Well, show my gaem.


more info coming soon hurfherf

Mostly posting it for the "artsy" part though. All shown graphics by me. (WHICH FULLY EXPLAINS WHY THEY SUCK et cetera)


Sun Nov 18, 2012 11:02 pm
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Shook, I love your art so much.
I really really do.


Sun Nov 18, 2012 11:05 pm
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TorrentHKU wrote:
Shook, I love your art so much.
I really really do.


Sun Nov 18, 2012 11:15 pm
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Izen wrote:
TorrentHKU wrote:
Shook, I love your art so much.
I really really do.


Sun Nov 18, 2012 11:18 pm
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Miggles wrote:
Looks really nice! You mentioned you used Arne's palette? Can I have it/where can I find it? It looks really nice for pixeling.

Relevant pixelation thread, I used v19.

Last one for the weekend, back to kag:
Image

Roast Veg wrote:
I would totally make and/or play this game.

You can play it when we make it when KAG is done. Light at the end of the tunnel and all that, though holy ♥♥♥♥ there's been so much rework. You ever rewritten a 200k LoC networked project in scripts? I'd suggest against it :P The scripting part is fast and great for modders, but it's been like 5 months of crunch time now, and sales have been slowing due to us spending less time on the version everyone can play now.

I guess I can mention it here though since it's not a public as kagforums: we're hitting the steams as soon as it's done, so we won't be so starving soon! Hooray!

Bombzero wrote:
Anyways, thank's Geti, useful advice. And by the way it helps a whole hell of a lot when people include pictures with their descriptions, so thanks for that as well. (It's ♥♥♥♥ ridiculous, you describe the inner workings of a mechanical device so complex most people wouldn't know where to start, I get it instantly. You try to tell me how to draw an arm, and I practically need a damn diagram to understand it.)

But the thing is that I understand a lot of the core principles about anatomy, and construction, and whatever else but I suck at implementing them, so in that case your critique is actually really helpful as it points out what I need to work on in the future.
There is one problem I have with muscle definition though, I always feel like I'm doing "too much" when I try to do it at all, but then it looks bad if I don't try more, so it's kinda a self-doubt thing that really ♥♥♥♥ annoys me.
All good. Honestly, it just comes with practice. I've made a lot of shitty art in my time, I've only been paid for doing it in the last 2 and a bit years (I've been drawing on and off for over ten years, and seriously for ~5).
The overdefinition thing is something that just happens when you're starting to draw muscles, because you haven't got the hang of suggesting them yet, so you go ahead and outline them all. Embrace that. Draw muscly chicks, or dudes if that's your thing ;) If you want to keep your art relevant to that fantasy setting you seem keen on, draw warriors like that lizardman I posted (first ref).
posemaniacs.com can also help. Sadly, it doesn't matter how much you understand something if you still haven't gotten the hang of doing it. I understand how violins are tuned, but I sure as hell can't play one :) Get your hands dirty; good luck!

Shook wrote:
I suppose the best way out of it is to take a gigantic dump on all doubts and go be a cool dude. Like right now, i'm gonna hop on the "show yer gaem" bandwagon that Geti unknowingly started (in a visually amazing manner) and... Well, show my gaem.
Mostly posting it for the "artsy" part though. All shown graphics by me. (WHICH FULLY EXPLAINS WHY THEY SUCK et cetera)


Neat. I get a really 90s PC game feel from it, haha. Probably all the scanlines and semi-dithering.
Looks fun, very glad to see you making something! That's exactly what you need to do when you're feeling demotivated or self doubting - noone else is gonna make your bullets-in-you-face game (or draw your lizard ladies) so the best thing to do is just do the best joy you can do.

What tech are you using to build it, Shook? I love the power up text, btw ;)

Lizardheim, when you're reading this, you better start making something!


Sun Nov 18, 2012 11:32 pm
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Geti wrote:
Bombzero wrote:
Anyways, thank's Geti, useful advice. And by the way it helps a whole hell of a lot when people include pictures with their descriptions, so thanks for that as well. (It's ♥♥♥♥ ridiculous, you describe the inner workings of a mechanical device so complex most people wouldn't know where to start, I get it instantly. You try to tell me how to draw an arm, and I practically need a damn diagram to understand it.)

But the thing is that I understand a lot of the core principles about anatomy, and construction, and whatever else but I suck at implementing them, so in that case your critique is actually really helpful as it points out what I need to work on in the future.
There is one problem I have with muscle definition though, I always feel like I'm doing "too much" when I try to do it at all, but then it looks bad if I don't try more, so it's kinda a self-doubt thing that really ♥♥♥♥ annoys me.
All good. Honestly, it just comes with practice. I've made a lot of shitty art in my time, I've only been paid for doing it in the last 2 and a bit years (I've been drawing on and off for over ten years, and seriously for ~5).
The overdefinition thing is something that just happens when you're starting to draw muscles, because you haven't got the hang of suggesting them yet, so you go ahead and outline them all. Embrace that. Draw muscly chicks, or dudes if that's your thing ;) If you want to keep your art relevant to that fantasy setting you seem keen on, draw warriors like that lizardman I posted (first ref).
posemaniacs.com can also help. Sadly, it doesn't matter how much you understand something if you still haven't gotten the hang of doing it. I understand how violins are tuned, but I sure as hell can't play one :) Get your hands dirty; good luck!


Alright, I'll keep that in mind.

Also I really have no intention or purpose with my art, I just draw what seems like a good idea at the time or what people request.


Mon Nov 19, 2012 12:20 am
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Shook wrote:
dat self-doubt thing

i know it

I suppose the best way out of it is to take a gigantic dump on all doubts and go be a cool dude. Like right now, i'm gonna hop on the "show yer gaem" bandwagon that Geti unknowingly started (in a visually amazing manner) and... Well, show my gaem.


more info coming soon hurfherf

Mostly posting it for the "artsy" part though. All shown graphics by me. (WHICH FULLY EXPLAINS WHY THEY SUCK et cetera)

What are you talking about, that looks amazing.


Mon Nov 19, 2012 1:01 am
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What i'm talking about? My low self-esteem. :U
I'm glad you like it though, it bodes well for my inclusion of you guys into the few forums that actually know of this!

Geti wrote:
Neat. I get a really 90s PC game feel from it, haha. Probably all the scanlines and semi-dithering.
Looks fun, very glad to see you making something! That's exactly what you need to do when you're feeling demotivated or self doubting - noone else is gonna make your bullets-in-you-face game (or draw your lizard ladies) so the best thing to do is just do the best joy you can do.

What tech are you using to build it, Shook? I love the power up text, btw ;)

Can't help it, i'm a 90's kid. :U (so one should think i'd make a Doom clone, but NOT QUITE)
It actually spawned from my own frustration of a lack of games to play, so i was like "ok ♥♥♥♥ this imma make something for myself to enjoy" and suddenly 3 years passed, on and (very) off. That, and i always wanted to become a game developer. Childhood dream, much? c:

Also, the kicker: It's (still being) made with Game Maker (secondary kicker: it's going to be freeware). I bet there's a load of flak incoming now, but it's actually quite flexible when you get to learn its intricacies. The one thing that draws my ire is how terribly large the .exe files become when you include music, but at least it's still only around 45 MB (i believe 95% of that is sound files).
When i'm done with this, i'm probably going to start another game project with Java, but that is a different matter. The reason as to why i haven't made a thread here just yet is because i was inactive for a long time, and because i'm only a short while away from a pretty large update. So yeah, when that's done, you're getting a huge thread in the face.

Quote:
Shook, I love your art so much.
I really really do.

D'aww, thanks brochaps. I'm really glad that i after approximately 4 years of doing spriting (5 if you count my pillow-shading era) can finally do things that don't look terrible. c:


Mon Nov 19, 2012 1:04 am
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