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Hatter's Stuff. (Read 650539 times)

Started by hatter, August 29, 2015, 02:51:02 am
Re: Hatter's Art Vault.
#861  January 26, 2017, 03:04:22 am
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3 the bottom and tops of the buildings do not go toward the vanishing point
4 the back of the building is super wonky and doesn't follow 1 point perspective rules

Alright then, how so, for future reference when I come back to this subject?
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Re: Hatter's Art Vault.
#862  January 26, 2017, 03:09:55 am
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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 not

What's wrong in 3 is that the lines should run diagonally toward the vanishing point for the sides of the buildings.
Re: Hatter's Art Vault.
#863  January 26, 2017, 03:11:58 am
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I see. I'll make sure to tackle this problem on my re-run. Thanks.
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Re: Hatter's Art Vault.
#864  January 26, 2017, 05:39:31 pm
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Hopefully this helps?

Re: Hatter's Art Vault.
#865  January 26, 2017, 05:56:11 pm
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I figured it out yesterday, but thanks anyways.
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Re: Hatter's Art Vault.
#866  January 26, 2017, 06:04:28 pm
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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.
Re: Hatter's Art Vault.
#867  January 26, 2017, 09:39:33 pm
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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.
Re: Hatter's Art Vault.
#868  January 26, 2017, 09:49:46 pm
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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!
Re: Hatter's Art Vault.
#869  January 27, 2017, 04:58:19 am
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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.
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Last Edit: January 27, 2017, 05:13:16 am by Paz Hatter
Re: Hatter's Art Vault.
#870  January 27, 2017, 06:28:29 pm
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The sprite looks really nice, only problem I can find is the legs are too short. It might be just me though.
Re: Hatter's Art Vault.
#871  January 27, 2017, 10:06:08 pm
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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.
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Last Edit: January 28, 2017, 02:02:09 am by Paz Hatter
Re: Hatter's Art Vault.
#872  January 28, 2017, 07:06:10 pm
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... Ta da!! And he magically loses his lower body as part of the act! ;D
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Re: Hatter's Art Vault.
#873  January 29, 2017, 02:43:15 am
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<- (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.
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Re: Hatter's Art Vault.
#874  January 29, 2017, 02:53:35 am
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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. >_<
Re: Hatter's Art Vault.
#875  January 29, 2017, 04:54:53 pm
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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.
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Re: Hatter's Art Vault.
#876  January 30, 2017, 01:54:28 am
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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).
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Re: Hatter's Art Vault.
#877  January 31, 2017, 04:45:14 pm
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Can I get some indication of whether these hands are in the right direction or not?
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Re: Hatter's Art Vault.
#878  January 31, 2017, 07:46:31 pm
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It's nice to see people adding to urien's sprite sheet. Thanks for the napalm art as well
Spriting is hard.
Re: Hatter's Art Vault.
#879  January 31, 2017, 07:51:15 pm
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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.
Re: Hatter's Art Vault.
#880  February 01, 2017, 05:27:50 pm
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(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.