Just No Point said, January 26, 2017, 03:02:37 am3 the bottom and tops of the buildings do not go toward the vanishing point4 the back of the building is super wonky and doesn't follow 1 point perspective rulesAlright then, how so, for future reference when I come back to this subject?
in 1 point you only have horizontal parallel lines. So the front and back of the top( or bottom if in air) will run perpendicular.In 3 this is correct. In 2 and 4 it is notWhat's wrong in 3 is that the lines should run diagonally toward the vanishing point for the sides of the buildings.
A tip to keep people interesting in giving feedback to help you improve. Even if you figured it out yourself it comes off like you don't appreciate the time he spent to make that. In these instances you should simply say "thank you that'll help a ton" or something.You kinda come off like this a lot when feedback is continuing on something you're ready to move away from.
I didn't really take it like that, JNP. Don't worry. To be honest, I didn't realize the last two posts were from yesterday, I though they were recent, so I thought the image would be much more useful.
I'm glad you didn't take it like that I've seen him do it a number of times and figured I'd say something. It's made me hesitant to give feedback to him and if it's done that to me it could have to others. We sure don't want that!
EDIT: I wasn't going to say anything, but so not to come off as an asshole anymore than I am, I'll keep it in mind.
The sprite looks really nice, only problem I can find is the legs are too short. It might be just me though.
On that note, I actually made him larger than that on the first run, but most feedback I got told me he was too large. When I shortened him to this, they told me it was fine.Not that I don't agree with you or anything, maybe if I decide to play around with it later on, I'll look into his leg length again.
<- (still in-progress)I've had some time to myself to study the Guilty Gear style, and its actually easier than I thought. And quite enjoyable too.Guilty Gear sprites will be part of the new line up of commissions when I open up again.
Ah, good ol' GG style. What I used for all of my hi-res sprites. Wish I had the patience to work more on it.
Give it another try man. You never know what might happen!I opted for two talons in place of three, since the angle I chose didn't really allow for three frontal, and the anime portrayed him with having three (two frontal, one back) talons in general.So next two sprites in this style are a generic Shaolin Monk, and Optimus Prime. I've also been preparing stuff and notes for a custom style that I'll be putting into application for two other pixel works (HD), so expect those too.
I learned three things while working with this guy:1. Urien's anatomy is nonsensical in many places, and Capcom doesn't give a shit.2. The U-Rule is fun (thanks [E]).3. Urien's anatomy is stupid.(mistake ironing comes when its coloring/shading time, because its easier to make shit out. Plus, I get to focus on one or two frames at a time when doing this).
That Urien animation looks real promising so far! Making sure parts of his body aren't to static in the end will be the tricky part.
Paz Hatter said, January 30, 2017, 01:54:28 am(mistake ironing comes when its coloring/shading time, because its easier to make shit out. Plus, I get to focus on one or two frames at a time when doing this).I would still recommend finishing the entire animation's lineart first, at least. It's going to be a pain in the butt if you end up stuck in a situation where you have to simply re-do a completed frame just because it doesn't quite flow correctly into one of the frames you haven't drawn yet.