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Messages - loominous

#641
Some modifications:



The original shading lit up the face better but didn t correspond to the lightsource. Ofcourse, the lightsource could be moved, but this sort of shadows are more interesting imo.
#642
Quote from: kingsized on Thu 16/09/2004 16:10:43
Quote from: Krazy on Tue 14/09/2004 08:34:17
But Elaine's eyes ARE really that large in the real Monkey Island games. He was just copying.

Honestly I think loom's drawing could use some more understatements.

Since this makes no sense what so ever, I m assuming that you re still holding a grudge against me for criticising your movie.

If you feel the need to vent your anger further, then message me if you must, and spare the lounge your frustration.
#643
Some modifications:



What needs most attention is the face and shoulders/neck imo.

Make sure that you don t make the eyes too large; there should be an eye s width between the eyes to fit the standard ideal. Also, make sure that the hairline isn t too low.
#644
Critics' Lounge / Re: Promotional "Film"
Sun 05/09/2004 16:49:28
"and could really use some understatements rather than ensuring that even a 4 year old will be able to follow" the plot.

Clear enough for you?
#645
Critics' Lounge / Re: Promotional "Film"
Sun 05/09/2004 14:23:40
Think both ideas could work really well, however I find the first one too pathetic (especially the music) to be enjoyable, and could really use some understatements rather than ensuring that even a 4 year old will be able to follow.

I m sorry if this came across as harsh, but I m irritated by the fact that so many independant movies are spoiled by this.

This ofcourse is only my opinion and, as it seems from the posts so far, indeed only my opinion.
#646
Critics' Lounge / Re: Cut scene music
Sat 04/09/2004 22:37:45
About the fade: I tried a complete fade in before but I found a subtle fade, from soft to loud, to sound best, though the present fade is clouded by the incoming violin harmonics and viola tremolo, and perhaps too subtle.

The "pad", for the record, is two female soprano and one alto section singing 'oos' (I like to keep it acoustic, no pads etc).

About the reverb: the strings already have hallreverb applied to them, so I m reluctant to add any further, since it ll become too appearant.

About the releases: the samples also already have releases (which were recorded, no fake) so they shouldn t really lack any, although I noticed a gap between two chords, but otherwise I don t find them too seperated atm.

About the string volume: The loud part is too loud I agree, but the other parts are fine imo. I like fairly loud strings so the timber is really audible (too low will make them more smooth-pad like).

Appreciate the comments though.

Edit: Modified version:

About 700 kb
#647
Critics' Lounge / Re: Cut scene music
Sat 04/09/2004 16:38:51
Some pretty sloppy modifications taking it in a slightly different direction:

Edit: Added the new modified version

First modification (about 700 kb)

Second modification (still about 700 kb)

The score (a nonplayable midifile)

Edit: Scorelink fixed
#648
Critics' Lounge / Re: Cut scene music
Wed 01/09/2004 22:46:15
It s made in akai format only to my knowledge but can be converted to any using cdxtract or similar.

Most descent samplecd retailers have it, and it s quite common in alternative sources as well.

Pretty nice library, although quite old (small instrumentsizes) and the decision to provide only bends in forte velocity drags it down further.

Edit: Nice tune btw
#649
Glad you found it helpful.

Didn t use any constructionlines when I did it, but they re easily added.



Here s the cel shaded frame (somewhat cleaned up):



Quotehow have you done to make the lines that clean,

Not sure if they re very clean, but I would guess it s a matter of doing single strokes instead of multiple (I stink at them though so I have to redo the longer ones about 10 times (just keep your hand on ctrl-z and keep going until it looks decent)). The varying thickness can be difficult do achieve without a tablet, but is  fairly easy when using curves.
#650
Some pretty sloppy modifications:



I removed the rings simply because I don t like jewelry.

(and yes, the hair looks crap).

Edit:

Some things to consider:

(i) A nose that is too small will just look weird, not make it cuter.
(ii) Eyes that are so large that the distance between them is less than an eye s width will make the model uglier.
(iii) The ears should be roughly the size of the distance between the eyebrosw and the ears.
(iv) The upper gap in the upper lip should correspond to the size of the lowest part of the center of the nose.
(v) The pupil is rarely larger than about half of the iris size.
(vi) The eyewhites are rarely larger vertically than about 75% of the iris. (if the whole iris is visable, the character will look scared or surprised).
#651
Critics' Lounge / Re: image comments
Thu 26/08/2004 21:06:47
Quotecan you explain cell-shaded style?

Originally a cel layer with a one/multiple tone of shade on it used in traditional animation. Used nowadays mostly when speaking of 3d objects that are rendered with a single tone of shade, such as in the latest Zelda game.

Quotedo you all agree that simpler shading would be better and would give better depth?

Single tone shade doesn t give better depth per se, only in comparison to gradiental shades that doesn t take the shape of the object properly into account.

The head in the original version for instance has the same shading as a flat cylinder. The actual shape of the head, as suggested by the outline, doesn t correspond to this at all, which causes the head to look flat, or perhaps like bulging flat surface.



QuoteHow did you do it and what program did you use.

Can do what I did in mspaint really. Just drew the two tones over the gradients.

#652
Critics' Lounge / Re: image comments
Thu 26/08/2004 00:32:53
The outlines are very nice, but these kind of gradients only flattens the image in my opinion and plainly looks bad unless done carefully (Igor manages to pull it off very nicely).

Personally I d go for a cellshaded style or proper shading.

Sloppy modification:

#653
Some quick modifications:



Remember that the sky will work as a colored lightbulb and that everything that can t be seen from the lightsource should be in shadow.

(most of the the side of the trees facing us can t be seen from the main lightsource (the moon) and is only lit up by the sky and reflected light).
#654
Quick modification:



Style s consistently great.
#655
Critics' Lounge / Re: Girl Flashing
Fri 20/08/2004 15:22:36
Some modifications:

#656
Some femenising modifications:



Some femenin features:

(i) Full eyelashes
(ii) Vertically centered eyes
(iii) Small nose
(iv) Full mouth
(v) Large pelvis
#657
Critics' Lounge / Re: Once upon a sprite
Thu 19/08/2004 22:09:44
Like mr masse, I took him for a girl.

Here re some edits to make him more masculine and fix the pelvis area which was too short:



Masculizing features:

(i) Thicker eyebrows
(ii) Smaller eyes
(iii) Barely visable eyelashes
(iv) Squarish features
(iv) Smaller head (hairdo)


#658
Critics' Lounge / Re: Just some art.
Tue 17/08/2004 17:21:57
The anatomy n such looks good but there s a lack of depth.

Added a quick, perhaps somewhat strong, shadow:


#659
Critics' Lounge / Re: RPG Music
Tue 10/08/2004 19:36:46
Using reverb and panning is like placing instrumentalists on a stage. Panning sets their left to right location, and reverb their front to back position.

Having the whole ensemble in the backrow will create a distant sound, which I agree isn t preferable, but to give depth, some need to be further back than others.

I suggest you position the instruments/sections individually if possible, both pan wise and reverb wise, which will give depth and breadth and add realism.

About the snaredrum, I d simply put it further back (in a standard symphonic orchestra setting the percussion section is placed on the backrow).
#660
Some modifications:



The character and style is most excellent btw.
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