Characters C and C

Started by SinSin, Sat 05/01/2008 15:56:19

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SinSin

http://img.photobucket.com/albums/v691/a1n2t3z4/chunkandsinexp.png

The characters above are nearing complete the style of the characters and indeed the art are what i want, What I'd like to know is are they commercially viable (Pleasing to the eye )
Currently working on a project!

Galen

Commercially viable? I'd say no. But they arn't bad at all.

Cluey

Commercially viable means if they'd be good enough to be sold as part of a commercial product. They look good (if a little goofy) but no.

I'd make the nose less bulbous and move the eyes down a bit, other than that they're pretty good.
Aramore
My webcomic.

Indie Boy

I would up the contrast between the colours, e.g. on the face and shoes. And I'm not much of a fan of the guy's t-shirt design, I feel its just a bit too fancy for such a low res
I won't use this login.
Try IndieBoy instead

SinSin

Currently working on a project!


Cino

I'd say those characters have too long legs and too short hands. Check yourself in the mirror and where your hands should reach when you're standing like that. Loontje did a good work with the contrast, you should take notes from that. Also I find their pose a bit too robotic and stiff, loosen them up a bit.

SinSin

#7


Ok so i made a few changes to the sprite his hands are in his pockets, I cant seem to get his legs and shoes right tho.
The pants are supposed to be baggy but they always seem to look either messy or to flat ???
I have just realised that his neck needs tweaking but he is wearing a hoodie ( what a hooligan )
Currently working on a project!

markbilly

That is a quite a good stance to work with for the character.

Rectify the proportions in a few areas and these are very workable, simple sprites.
 

InCreator

#9
A nice pixel work. But I encourage you to use more aggressive contrast.
See, you wasted a good amount of time shading, but changes are almost invisible.
That's because shaded colors vary only a very tiny, almost invisible bit.

Look at how characters are shaded in Full Throttle (pun intended):

(If image doesn't show up, google for your own)

The high contrast in colors allowed them to use 3 shades for one colour.
You have like 5 and it still looks worse.

SinSin

#10
A good point well made increator   i have always had this problem.
I will try to get it to look right using three shades per colour rather than all of them LOL   *edit*
new //  old

Actually as i was just thinking about it the style im after is rather like automation, not to blow any horns or get a brown nose mind
Currently working on a project!

InCreator

#11
Nice improvements!
But character looks very unrealistic. Every line is straight and boring, and low pixel count means that you have to improvise a little, if you want a good face. Like not showing nose directly from side!

I made a little edit-tutorial about how I work, it's far from the best I could offer, but I didn't have much time nor mood for drawing.


2x:


1. This is where you should spend most of your time: Drawing initial outlines. That's also the point you totally missed!
Did you draw whole character part-by-part, instantly coloring every part? That's not very good approach, you miss the overall look and it's hard to adjust later. Notice that I also draw clothes wrinkles right away, so there would be no confusion later. To see how clothes wrinkle, stand infront of the mirror or play neogeo games.

I draw every part in different color, so it's easier to "grab" the whole thing with eyes.  Also, it's easier to determine which part needs adjustment.

2. I give every part intended color. Well, it could be done in part 1, but I personally prefer very bright colors for reasons mentioned above. The outline color is the darkest shade used!

3. I do first filling. The color used to fill is second shade of three.

4. Now that I have everything colored, I use freehand pencil/whatever tool to apply third, the brightest shade. Notice how it drastically changes whole look. Also, I make darkest shades fatter where needed, to get more cylindrical shading on cylindric body parts (hands-feet). I also try to shade initial face, but this needs alot more work later.

5. Since I used your initial palette for my shading, and I didn't like high-saturated look too much. So, here's adjustment and fixing phase: I desaturated clothes alot. Then fixed pixel errors where needed, like making neck thinner for less bullyish look. And finally, hard work with face. Face is easy to shade if you know what should be lighter: There's some things to know:

* Cheeks are usually lighter
* Forehead is usually lighter
* Area below mouth is lighter
* Area around eyes is usually darker
* Neck should have cylindrical shade

And there's a fully shaded character!

SinSin

#12
  :o That edit is insane :o
and i must credit you as an artist/teacher
I have been looking for a tutorial like this for ages and thank you very much for the time you have put in to show me (if not hundreds) the method to create such stunning artwork
I will try this approach immediatly

Edit



waddya think

Sin 
Currently working on a project!

Galen


markbilly

Reduce the contrast back down again I think, it was fine before the redesign, but now it looks extreme. It is now very good though! I think you have yourself a character! :D
 

Andail

No no, don't reduce the contrasts. You might even add stronger shades than that to his face, to give him more distinguished facial features. What you could do is lower the saturation a bit, though, to take the edge of that blue.

SinSin

Just a quick update on this chap ** please note that when the head tilts the previous frames don't disappear
What do ya think??

Currently working on a project!

JuuJuu

Maybe make the mouth white..instead of a yellow?

Only problem I saw~

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