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Excellent work!
Saturday, January 7, 2012 - 10:19

Excellent work!

What software did you use, out of curiosity?

@Sharm: If you're following
Friday, January 6, 2012 - 19:35

@Sharm: If you're following the thread, here's a screenshot with a test map using the new forest tiles.

http://imgur.com/PFOHb

@pennomi:
Friday, January 6, 2012 - 14:06

@pennomi:

Sorry, missed your comment initially.  I'd love some help, if you have time. :)

If you're interested, I can add you as a code contributor to the project.  Right now we could use a shop interface (something JRPG-esque, obviously).  The way my QML is set up might be unclear, so I'll write about it a bit in another thread.

Looks great! :)
Friday, January 6, 2012 - 10:26

Looks great! :)

Surt, don't sell yourself
Thursday, January 5, 2012 - 10:13

Surt, don't sell yourself short. Your town tiles rock. :)

 

Sounds good to me. :)
Thursday, January 5, 2012 - 10:11

Sounds good to me. :)

The pelvis looks excellent
Wednesday, January 4, 2012 - 21:22

The pelvis looks excellent now!

If you want to reduce the shininess of something, make the highlight larger and less intense.  I agree that the skull does look oddly "polished" compared to the rest of him. :)

First off, love the skull. :)
Wednesday, January 4, 2012 - 17:17

First off, love the skull. :)

I'm always kind of at a loss when I'm trying to portray a complicated shape in a relatively simple style.  There's always that question of which details you should leave out and which ones to keep, and I think you did well there.

The biggest issue (as you essentially mentioned) is that the pelvis lacks volume, and unfortunately the usual "use a reference" doesn't really work here because pelvis bones are complicated and even a moderately realistic one would look out of place.

That said, this page here has a shaded pelvic bone that might be at least somewhat helpful:

http://www.drugs.com/cg/pelvic-fracture.html

I'm struggling to find a good example of a *shaded* cartoon pelvic bone, and I'm not having a whole lot of luck, so my best advice on that is to look at a real one and try to imagine what a "simplified" one would look like in 3 dimensions, then shade it based on that.  (Maybe a better artist than me can chime in on this).

The only other nitpicks I have are that the leg on the viewer's left (his right leg) should be a bit darker, since the boot on that leg is darker.  Also, I feel like the dark part of the rib gradient could be bigger.  And, you might want to add some shading to the shield.

Keep at it, you're doing well! :)

Bart

Had to chime in on this. 
Wednesday, January 4, 2012 - 16:57

Had to chime in on this.  Very impressive work -- I've added it to the collection of 16x16 RPG assets, and I'll be including it with Orange. :)

One note on the shading.  It
Wednesday, January 4, 2012 - 16:39

One note on the shading.  It looks like the light source is directly above, except for the beard, which looks like it's from the left.  I would consider having the beard shadow wrap around the bottom of the beard for consistency in the direction of your light source.  Also, maybe shade the lizard a bit too.

Very good all in all, though :)

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