The expression on his face is absolutely priceless, and you did great job with the shading and his clothing.
Nitpicks:
His back foot looks like it's angled away from the camera, whereas his front foot appears to be angled toward it. It's possible that the shadow being cast on it by the cloak is the issue -- at the moment, the cloak looks very close to his foot, given where the shadow from it falls on his leg. That foot should be far away from that side of the cloak.
The hand and arm holding the money bag are positioned awkwardly. The hand seems like it's tilted a bit funny (the thumb should be even with the top of the hand), and the arm looks like it's being held a little too far up.
His neck should be shadowed more dramatically.
Very good overall. This pose is a lot more dynamic than your other ones, and it works well. He looks sneaky and full of himself. :)
Try setting QMAKESPEC and then running qtcreator from the same command line. If you're running it from your desktop, it could be picking up the envirnment variables from somewhere else.
The character looks foreshortened, but the glasses don't, which is slightly jarring. It might just be that they're at an exact straight angle. In any case, I wouldn't change them much (as it would be easy to overdo it), just a tiny bit.
On some of your other works (like the skeleton) you shaded the back leg. That might work here too.
The one other little nitpitk I have is that the shoulder on our left (his right shoulder) looks a bit odd, perhaps because of where his sleeve starts. It looks kind of like his shoulder is further back than it should be, if that makes sense.
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.
Ugh, that's no fun. Welcome back. :)
Let me know when the new version is ready and I'll add it into the game.
O.o
How did you do that? Seriously in an SVG editor from the start, or did you render it in 3D and use that as a base?
Either way, excellent work!
Excellent!
The expression on his face is absolutely priceless, and you did great job with the shading and his clothing.
Nitpicks:
Very good overall. This pose is a lot more dynamic than your other ones, and it works well. He looks sneaky and full of himself. :)
Peace,
Bart
Okay, good deal. And nice work on the pine tree -- I'll have to add in some taller ones.
This is an issue with your distribution.
Try setting QMAKESPEC and then running qtcreator from the same command line. If you're running it from your desktop, it could be picking up the envirnment variables from somewhere else.
Very nice as always :)
A couple of notes:
The character looks foreshortened, but the glasses don't, which is slightly jarring. It might just be that they're at an exact straight angle. In any case, I wouldn't change them much (as it would be easy to overdo it), just a tiny bit.
On some of your other works (like the skeleton) you shaded the back leg. That might work here too.
The one other little nitpitk I have is that the shoulder on our left (his right shoulder) looks a bit odd, perhaps because of where his sleeve starts. It looks kind of like his shoulder is further back than it should be, if that makes sense.
Looking forward to your next one. :)
Bart
Excellent work!
What software did you use, out of curiosity?
@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:
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! :)
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