NOICE
Is the shading on the cat all baked in or a shader? I like the falloff and if you're getting those results with a supplementary shader you can definitely do some awesome paint-y stuff with it
NOICE
Is the shading on the cat all baked in or a shader? I like the falloff and if you're getting those results with a supplementary shader you can definitely do some awesome paint-y stuff with it
All shading is painted on and the same goes for the other spinning objects and the grass. I think doing it that way gives it really cool look.
Here's another example of that:
https://www.newgrounds.com/art/view/johngivitis/scrumptious-delicacies
I can't say for sure there's nothing in it, there's a lot unseen. Could be a small rodent living in there, you know?
The lighting's on point, the bounce-back lighting in particular's pushing a lot of physicality, real nice
maybe there's something in it... curious and unknown...
Love the poppin' contrast and use of color in all your stuff, but this one scratches that itch rill hard
Gracias mate 🫶🏾
Love the lighting on the magic-users, particularly bottom-right, lotta life in these poses too! Makes me wanna see them animated
Thanks! It's a fun challenge trying to consistently show character/distinct design in such a common trope. Definitely would like to animate some of these, since they're just sitting right there...
Pixel art fascinates me, in principle it's the same as any visual art form but in practice I feel like it's more in line with animation than people let on-- That being "the suggestion of xyz" rather than rendering it all in detail. Much like how in animation your lower framerate dictates how extreme smear frames are to convey the idea of movement, lower resolution dictates suggestion of higher detail elements like faces and whatnot, but I feel like the beauty is in the human element of it. Cos you can TOTALLY downscale an image to 128x128 pixels, posterize it to 3 colors to simulate older tech's limited pallets and dither it to hell, but it wouldn't carry the same feel.
Speaking of dithering! Love the choice to do it around the moon and sky, feels deliberate juxtaposed against the slightly blued tone in the characters' reflection on the water, could've gone the tonal shift route because we live in the future but it wouldn't have felt the same.
ALSO LOVE THE SUBJECT MATTER, 100%'d ELDEN RING, GORGEOUS BOSS FIGHT CHOICE, Would've gone with Malenia myself, then burned myself out on rendering the roots in the background and never finished the piece though.
Thank you!
Yeah the reason why I love making pixel art is that you can be very limited on a color palette, no true sense of blending, and no organic lines and forms can be made compared to a traditional sense of making art. So with much restrictions you have is I think makes you play around with creativity a bit more. Plus it feels way more like eye-candy. I would have gone with Malenia, but i still haven't reached to that part yet, I'm currently in between the Capital Sewers part or the Radhan Boss Fight. Either I eventually would like to do all of it, or every moment in Soulsborne series.
Love it! Reminds me of Francis Bacon, but if it were pushed a few more notches into realism. It's always tough to tell with pieces like this if localized distortion in proportion are a product of the piece itself or if it's a mistake in proportion. Nonetheless, the collarbone area has something going on that bothers me a bit (Not in the good way the rest of the piece does)
But everything else about this is spot on! WEOOOH!!WEF
lol thnax
For a first model, this is definitely up-to-par--I used to use Anim8or and Blender when I was probably 13-15 and I'll see if I can recall things I can advise constructively...
Alright, in respect to topography I can't say much because I can't see much, haha, but I remember triangles are bad for models that are to be rigged, weighted and animated, so if there are triangles, especially around joints, make 'em quads, ideally fairly even.
As for textures, the spec map is a little too shiny on the skin IMO, but beyond that, it's very uniform and kinda plastic looking. (Again, for your first model this is VERY good, but hopefully this guides a bit of improvement) I'd suggest making a soft speckled hi-res texture for a bump map and a spec map, just to get some bearings in that realm of things--perhaps do the same with the clothes, except more of a high-contrast bumpmap suggesting woven material.
NOW--As for the model itself--Pretty great in respect to anatomy, nothings seems too excessively short, long, wide or narrow, but it certainly could use some honing.
Thank you for the constructive feedback! If ya check out my art portal you can see some other variations of this same model.. only my most recent 3D girl (the one w/ wings) is *not* this one above .. She's got too many polys (most are quads) and not perfect for animation, but you can see a low-poly girl I've been working on, who's great so far better than this 1st attempt and already in a Unity game thing I'm working on. Excited to share more!
I agree some different texture mapping would be cool for this lady (also shown on a red-headed version) the shiny skin had me entranced Barbie styles but I've moved on since :-D
You're not into Blender / Anim8or anymore? Great art ya got - I liked your fb page & added u on soundcloud.. thanks again for the response !
It's a little flat--
Not in respect to the pose or linework, rather the contrast. Everything's spot-on, but it doesn't have enough contrast to give it a sense of depth. The eyes and color choice are WONDERFUL--but the rest of the piece needs the dynamic shift in value the eyes have too. Especially so in the skin.
I agree, a friend of mine did a quick overpaint and he was like "m8, do u even shade?".
I'll probably fix this piece and reupload it as soon as possible.
Thanks for your review :D
So you're a person with coffee instead of blood, too? haha
I feel like the only problems I have with this add to the quirk of it--The cup seems like it doesn't follow its shape, like the lower left of it looks as if it was cut off in the editing process, but it also adds to it in some way... BAH! same with the colored pencil textures, I like it, but I feel like I shouldn't--I dunno, haha. Overall it's very nice, I like I like
Thank you! It's funny because while I was deciding whether or not to post this, those two exact aspects bothered m SO BAD. The cup thing I was like "what the... Did I forget to draw that part?" And then I love texture but I hate the look of pencil lines. But then I was like whatever and posted it because it was weird and I'm emotionally attached. I appreciate you taking the time to really observe that though it means a lot
I've been looking through your work, and I have to say, I was kind of skeptical over whether it would be widely accepted or not, and this piece here certainly is a good vein to be in. When you work in color, it's kind of... a wide pallet, the color choice doesn't really have much of a sense of cohesion. This piece right here is bloody beautiful, but there's always room for improvement.
The bodies need a clearer sense of form, overall-- and color needs cohesion, but you're certainly on track to something really great.
I'd focus on anatomy studies, and color to begin with, and gradually move into hand-drawn backgrounds.
thank you for your honest feedback.
Ornery curmudgeon--Keep telling myself "YEAH, I'll do art again someday" and then I work 4 12 hour shifts in a row
Age 29, Male
A gottdamb cook
College dropout
NW PA, Estados Unidos
Joined on 7/9/08