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BillToWin
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Quote BillToWin Replybullet Topic: Horse-Rat-Snake-Goat-Man
    Posted: 10 April 2014 at 8:03am


I'm working on this for fun. I like how the snakes look but I'm not as satisfied with the rest, specifically the transitions between the different body parts (snake->horse) and my shading in general.

I'm notoriously bad with shading, I want to make my creations look real/3d but they always end up looking a little flat.

I'm getting a lot better though, this is way better than the stuff I started with. What helped the most I think is that I now sketch out my ideas in pencil before attempting the line art.

Any and all comments would be highly appreciated.

Edited by BillToWin - 10 April 2014 at 9:50am
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inphy
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Quote inphy Replybullet Posted: 10 April 2014 at 11:52am
Regarding shading, try to place a static light source somewhere and then think about how light will be hitting different things. For example, when you have that small light brown highlight on the lower body right above the legs, you are saying that there is some kind of a bulge here.

Quick example:



The lightsource is in one specific place, right behind the creature. Take a look at the legs in A. By using dark grey on the top part of the legs, I'm implying that the lower part of the body is so big it's blocking direct light so they're not very shiny, but the legs themselves are still catching some indirect light. If you'd look at the creature from behind it, the legs would be like | |.

In B, adding a lighter shade of gray suggests that they're more exposed to the light source and therefore not so much blocked by the lower body, so the legs would be like / \. In C, adding a specular highlight suggests that they're made out of metal, so don't go too far with that.

Likewise with the snakes in A. Look at the lower snake, there's some dark green right under the head. Something has to be blocking direct light to that part, so imagine you're looking at the creature from behind; how does the snake have to coil to make light hit it like that? Same with the middle snake. The tail part has dark green near the end but a little bit of lighter green at the very end. Something is blocking direct light again.

Hope that helps a bit.


Edited by inphy - 10 April 2014 at 11:53am
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Quote BillToWin Replybullet Posted: 10 April 2014 at 7:42pm
Thanks so much for the help inphy! You didn't just help a bit, you helped a lot and it's appreciated a lot.

Your explanations helped me reason about the light a lot better and I hope to bring that understanding forward in my future works.

I've seen great pixel art but I've found that it's hard for me to emulate in my own work. I think it'll eventually come with practice/time as well as with the help from more experienced people (such as yourself).

This is my new version below. I used your sketch as a guide to help me improve the shading/lighting. I also made some other changes, hopefully for the better.

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BillToWin
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Quote BillToWin Replybullet Posted: 11 April 2014 at 7:48am
I tried to take what I learned from your help and use it in another piece.

Here it is, I think I've improved my shading skills a little which is a step in the right direction.



All comments and help is much appreciated.
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jalonso
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Quote jalonso Replybullet Posted: 11 April 2014 at 8:54am
You'll be better off if you are patient and work out the kinks on one piece before moving to the next. You got the lightsource fixed but you still have lots of colors, dirty lineart, unbalanced colors and anatomical issues on the first pixel.
---
The second pixel is much better pixelled.
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Quote inphy Replybullet Posted: 11 April 2014 at 9:05am
What jalonso said. Also, the shading I did was just a quick example, it's not a "right answer". The right answer comes from your own imagination of what the body shape of the creature is, how the snakes are coiled, etc. It's subtle but by using the same cues as in my example, you're in danger of replacing your own vision for the creature, including the pose of the snakes and such, with my imagination, and how I imagined the creature.

If you want to make things look real/3d like you mentioned in the op, you need to start thinking and seeing your creature in 3d. Then you can visualize how the light is hitting different parts.


Edited by inphy - 11 April 2014 at 9:06am
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Quote BillToWin Replybullet Posted: 11 April 2014 at 10:26am
Awesome, thanks so much for the help!

So taking into consideration your suggestions, here's my action plan for the near future (to be tweaked if necessary):

  1. Stick with my original piece

  2. Fix anatomy - biggest culprit for me are the legs and I've got some ideas to fix it

  3. Fix line art - sword and arms seem the worst so I'll try to fix those (feel free to point out anything else)

  4. Swap palette/Reduce colors (I think I'll try using DawnBringer's palette as I did for my knight character)

  5. Reimagine my character in 3d myself - tweak line art and shade accordingly (my first step toward thinking and seeing in 3d)



Just to be clear, "better pixelled" means that it's better all-round? I'm very new and still learning the lingo.

Edited by BillToWin - 11 April 2014 at 10:35am
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Quote inphy Replybullet Posted: 11 April 2014 at 12:14pm
Sounds all right, although I would suggest against making big action plans and bullet point lists. Some general guidelines maybe for some direction, but working on your skills never ends, even when you reach the end of an arbitrary bullet point list. You need to remember to have fun too! :)

Keep pixelling, try different things, look at references and try to pixel items, learn as you go.
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Quote jalonso Replybullet Posted: 11 April 2014 at 12:22pm
Originally posted by BillToWin

...Just to be clear, "better pixelled" means that it's better all-round? I'm very new and still learning the lingo.

Yes.
It about expressing your creativity, having fun and learning. All at your pace without expectations.
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BillToWin
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Quote BillToWin Replybullet Posted: 12 April 2014 at 9:28am
Originally posted by inphy

[...] You need to remember to have fun too! :)Keep pixelling, try different things, look at references and try to pixel items, learn as you go.


I've found that it's a lot easier to get better at something if I'm having fun practicing. So this makes a lot of sense to me, I'll keep this in mind.

Originally posted by jalonso


It about expressing your creativity, having fun and learning. All at your pace without expectations.


I like expressing myself, having fun is fun and I'm the kind of person who really enjoys learning so this is a recipe for success. No matter how long it takes I hope that eventually I can start creating some art that doesn't make people want to tear their eyes out :).

In light of that, here's my new version.



I'm satisfied with the improvements (I think it looks a lot cooler) but I think there is still some work to do (maybe I'll tackle shading and the head/face area next).

Edited by BillToWin - 12 April 2014 at 9:29am
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SuperTurnip
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Quote SuperTurnip Replybullet Posted: 12 April 2014 at 11:00am
Great work! Making it metallic/robotic helps make it feel more unified. Watch out for banding, which is when two lines hug close together and look jagged. I've noticed it on the blade and on the snakes' heads especially, with more on the wheels and body. Thanks for keeping us updated on your progress. :)
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Quote BillToWin Replybullet Posted: 12 April 2014 at 7:53pm
Originally posted by SuperTurnip

Great work! Making it metallic/robotic helps make it feel more unified. Watch out for banding, which is when two lines hug close together and look jagged. I've noticed it on the blade and on the snakes' heads especially, with more on the wheels and body. Thanks for keeping us updated on your progress. :)


Thank you for helping me out!

Here's my new version:



I read some tutorials on banding and tested out some things, I think I fixed the banding problems but I'm not sure I went about it the right way.

I also added some dithering just because I thought it would make the work look less flat (once again not sure about it but it seems to look ok, to me at least).

I also reworked the head to make it more interesting.
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Quote inphy Replybullet Posted: 13 April 2014 at 2:52pm
Yeah you have the right idea about banding.

I'm curious, why change to wheels though? If you're thinking it's easier to do, that might be true in the short run, but getting out of your comfort zone and doing stuff you might not be comfortable doing is the most efficient way to pick up new skills.

It's also working towards making it look flat, since everything is on pretty much one plane now - the wheels are flat, the head is looking straight forward, all snakes are looking straight backwards, both arms are extended straight forward on the same plane as the body.

Bring stuff towards the viewer, point some snakes towards and away, rotate the head a bit maybe to break out of the flat plane - and pay special attention to shading. Shading is where most of the magic happens. I know it can be hard to visualize how to, for example, draw a snake facing you and still make it look attached to the body, but you'll get the hang of it.

A quick example, all the three circles are within the same outlines. The first one is obviously flat, whereas the second one is kind of like a steel orb. The third one, is a steel orb cap put on something. Three different looking volumes within the same outlines - shading defines the volumes and creates depth. Applying shading, you can suggest that the legs are coming towards the viewer, the snakes are going every which way, etc:




Edited by inphy - 13 April 2014 at 2:55pm
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Quote BillToWin Replybullet Posted: 14 April 2014 at 11:51am
I changed the bottom part to wheels after trying other things and not liking any of them. But you're 100% right, getting out of my comfort zone and working on my weaknesses is what I should be focusing on to improve.

So I've decided to change the perspective/placement of my character completely in order to give me more flexibility for shading.

Here's a very very WIP version, to give you an idea of where I'm headed with this (btw, this is the first time I've tried starting with blobs of color rather than the line art, I think I like this way better):



I'm honestly blown away by your generosity inphy. Taking time out of your day to help a stranger is awesome. Your feedback-art is really helping me grasp first-hand what my weaknesses are and is pointing me in the right direction on how to improve on them.

Not to sound too cheesy, but you've got a heart of gold. Your help is much appreciated.

EDIT/UPDATE:




Edited by BillToWin - 14 April 2014 at 8:30pm
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Quote inphy Replybullet Posted: 15 April 2014 at 8:48am
Well, that's surely a radical change. You wanted to make things look 3d - mission accomplished. ;)

But still, fundamental things are important, and now you have new set of problems to deal with.

For example, the wheels are kind of lumpy, the shading of the wheels is not consistent, the part where the snakes join together is a bit suspect, and I'm not sure if those two things in the back are wheels (if they are, the suggested perspective is a bit weird and the small wheel on our left looks like it's twisted, and the snake on our right looks like it's under it).

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Quote SuperTurnip Replybullet Posted: 15 April 2014 at 3:28pm
Well, that is one radical improvement! Good job! Inphy is right. You've got new things to deal with, but your improvement is measurable. More focused understanding of lighting and form will help you move forwards, especially around the wheels, the snakes, and I think the head as well. I made an edit to show how you might sharpen the form into something really readable (but only around the wheels:

Think about how the wheels might have rims, sharp corners that catch the light. On a purely mechanical level, they also have axles, so you may want to draw something they can definitely connect to.
You're doing really well. Keep up the progress!
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Quote jalonso Replybullet Posted: 15 April 2014 at 7:03pm
You are doing great. Keep at it.
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Quote Hadi Replybullet Posted: 16 April 2014 at 5:04am
Awesome improvement! From flat to 3D
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BillToWin
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Quote BillToWin Replybullet Posted: 17 April 2014 at 7:51am
Thanks for the support everyone!

Here's the new version:



I was inspired by SuperTurnip's changes to the wheels (thanks!) and so I made some modifications there, I fixed some perspective issues, added a more readable weapon/sword, re-posed the snakes.
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Quote inphy Replybullet Posted: 17 April 2014 at 11:24am
Hmm, they're a bit more difficult to read now I think. The blue you have chosen blends pretty well with the grey body. The other weapon on the earlier version looked like an arm cannon, but it hard to read it as one right now.

One thing that might be helpful in visualizing where your drawing is going is to try to rotate it in your mind to, for example, side view:



That's how I'd visualize it; the snakes are too big for the back wheels to be so radically diminished by perspective, and when the back wheels are so small, it looks a bit like it's dragging its tail in the ground. How would you draw its silhouette? The figures you define should follow your perspective, but if you don't have one set up, the figures define your perspective and that can lead to some clashing. See how the viewpoint changes just by moving the tail a bit:



It's better to do this the other way around though - lay out your desired perspective first, and start working on figures after that. Don't let your figure define your perspective for you, otherwise you might lose control of it.


Edited by inphy - 17 April 2014 at 11:27am
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Quote BillToWin Replybullet Posted: 18 April 2014 at 7:19am
Ya, now that you mention the cannon does blend in a little too much so I tweaked that.

I see what your saying with the perspective. I hadn't even thought of it at the start, so as you guessed, I did let my figure/pose decide my perspective for me which led to some inconsistencies.

Here's the new version, hopefully better than the last:



Thanks for helping out!
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Quote inphy Replybullet Posted: 18 April 2014 at 7:34am
Yup, looks cool. Hmm, I'm still not sold on the sword though. It blends just as well, and I'm not sure what the dark blue lines and some lone white pixels are trying to say. Do you have an example of what you're trying to go for with it?
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Quote BillToWin Replybullet Posted: 18 April 2014 at 8:16am
It's supposed to look like some kind of "energy sword" thing. Originally, I wanted it to be an extension of the body (so using the same metallic palette) but I couldn't get it to look good because it blended in with the body.

I'm not sure how to make it look good, other than maybe choosing other colors that blend less with the greys.
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Quote inphy Replybullet Posted: 18 April 2014 at 9:28am
Ah, I see. Energy weapons are usually depicted as glowing, but that blue is kind of dull for that. You could try to brighten it up, and don't forget white, too. Remember how light sabers looked?
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Quote BillToWin Replybullet Posted: 18 April 2014 at 10:18am
Oh ya, light sabers :). I think it's a lot more readable now.



Is there anything else that pops out at you as being broken or odd-looking that you think could be improved or should I just comb through the pixels and make small adjustments at this stage (I think I have banding in some places, and maybe I could tweak the shape and shading a little)?
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Quote inphy Replybullet Posted: 18 April 2014 at 12:03pm
Yeah, that kind works. Go ahead and adjust whatever whichever way you want if there's something that is bothering you, first and foremost it's your piece and you make the calls. :)

Edited by inphy - 18 April 2014 at 12:04pm
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