
I haven't gone further because I never take this Art Society into consideration. I might be around these parts a lot more.
Edit: I guess I could spoil my project... using my new base, I created...

=)
ID:258460
![]() May 5 2009, 5:04 pm (Edited on May 5 2009, 6:07 pm)
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I'm looking to improve whenever I can, and for my top secret upcoming game... I would like some feedback on the base. There are 2 variations, each with a small difference in lighting, and such. #1 lacks the neck-like features, as #2 doesn't. So, here is the pic -->
![]() I haven't gone further because I never take this Art Society into consideration. I might be around these parts a lot more. Edit: I guess I could spoil my project... using my new base, I created... ![]() =) |
Hulio-G wrote:
Make a habit of mostly using outlines for the silhoutte of the whole thing. Let the light do all the work. Let it establish the shape. I disagree with this only on the outlining the silhouette of the whole thing. If you start with a silhouette outline, and then reverse anti-alias into it, odds are you can remove much of the outline with just the shading (and this doesn't even need to increase the palette much). Then it doesn't have to feel like there is a glaring outline on the icon. :) |
Kuraudo wrote:
Hulio-G wrote: As for removing the outline. Step 3 in Stovens Tutorial is a technique known as softening outlines which Branks has already demonstrated. For some reason I think you interpreted my message as "make a solid outline on the silhouette". It was "if you do choose to outline, your focus should be doing it on the silhouette. Feel free to use AA or any other tricks you have up your sleve but doing things like outlining the inside body parts is unnessecary and just makes mess on a miniscule level. You're not even outlining, you're inlining! Notice how in each of these pieces, you dont see any outlines on the inside. You just see colors with big differences, all they're doing is establishing shapes. Basically Indigo's entire library. Helm's second to last post. |
Pretty advanced techniques I see throughout that base. But when looking at this a few things come to mind. (Unfortunatly, all my fancy art software is no longer in my posession so I am unable to provide any examples).
Like the chest for example, you really don't need to use any outlines if the contrast (on the shading) is high enough. Make a habit of mostly using outlines for the silhoutte of the whole thing. Let the light do all the work. Let it establish the shape.
The (rather pillowy) white shirt for example, normally you'd see a strong white in the shape of the dudes chest \/\/.
Then a strong gray for the shadow (bottom half of the shirt | | ).
Just use two colors in order to prevent blurriness but use colors that are different enough that you could be standing 3 meters away from your computer and see the difference. When you pixel with simplicity (without all those outlines/extra colors/colors that have no difference/ that can contribute to noise) you get higher readibility, the greater the readibility the better your artwork.
Pants/Shorts seem kind of messy. The outlines you're using for them are far too saturated for the entire base. The outlines probably shouldn't extend all the way to the croutch area (that area needs light). Shoes are also pillowed. I think if you take that simplicitic approach towards this then things will come out even better then they already are.