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Main - Modern Art - I'm taking an art dump New thread | New reply


Stasis
Posted on 05-16-07 03:07 AM Link | Quote | ID: 35703


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I expect harsh criticism.


A Space Marine of the Blood Angels chapter. Experimenting with low colors and no outlines.


Marcus Fenix from Gears of War. It's not really very good, but I can't place my finger on the issues.


The Cole Train. As with Marcus, I can't quite place the issues, I just know it looks wonky.


Yoda. A request. Going for low colors and no outlines again.


A Space Marine of the Ultramarines chapter. I used Painter 10 for the very first time for most of the coloring, thus no experience, and thus I'm pleased with how it came out.

Toxic
Posted on 05-16-07 03:39 AM Link | Quote | ID: 35718


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I don't have much to say about the artness of it all, but Fenix and Marcus don't look bulky enough. Add a few pounds to those arms and the neck area.

setz
Posted on 05-16-07 04:36 PM Link | Quote | ID: 35801


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Posted by Stasis
...It's not really very good, but I can't place my finger on the issues...


The feet are very fat and very stubby, the shoulders look sort of misplaced, and the heads a little small. The interior outlining on everything makes it feel a little blah, and the amount of similar colors makes it a pain to edit while having little to no visual differences.

If I get the time, I'll make an edit to illustrate the points better, because words aren't the most helpful ways to describle where to put pixels.

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Stasis
Posted on 05-17-07 01:43 AM Link | Quote | ID: 35893


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Setz, to clarify, are you only talking about Marcus or are you talking about Marcus and Cole?

Anyway, you're right. Marcus's shoulders do look wrong. Also, his head was originally about one pixel taller and wider and it was too big then. This was the least I could shrink it. Perhaps I need to mess with it and see if I can find some way to get in between...

The bad looking "inlines" are part of the reason I was experimenting with no outlines on the Space Marine. Without outlines, I needed to use shading to show detail and depth. I guess I should try to apply that here.

I'm not really sure what you mean by the amount of similar colors. Are you talking about something like how it's hard to differentiate the gun from his body?

setz
Posted on 05-17-07 03:53 PM Link | Quote | ID: 36010


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I was mostly talking about marcus, but cole shares some of the errors just because (ie. feet)

the colors thing doesn't really matter except for when you're trying to edit it and change colors around;

It gets very hard to tell which grey is where and when trying to replace colors it becomes a pain, while the colors themselves have little to no visual differences. Although this isn't really a big point 90% of the time, smaller palettes are usually easier to manage and work with, and more often than not a requirement if you're working on consoles handhelds or phones.

Also, you should *always* use shading to show detail and depth; thats why its called shading, as in shade from light hitting an object.

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