If you want to reduce the shininess of something, make the highlight larger and less intense. I agree that the skull does look oddly "polished" compared to the rest of him. :)
I'm always kind of at a loss when I'm trying to portray a complicated shape in a relatively simple style. There's always that question of which details you should leave out and which ones to keep, and I think you did well there.
The biggest issue (as you essentially mentioned) is that the pelvis lacks volume, and unfortunately the usual "use a reference" doesn't really work here because pelvis bones are complicated and even a moderately realistic one would look out of place.
That said, this page here has a shaded pelvic bone that might be at least somewhat helpful:
I'm struggling to find a good example of a *shaded* cartoon pelvic bone, and I'm not having a whole lot of luck, so my best advice on that is to look at a real one and try to imagine what a "simplified" one would look like in 3 dimensions, then shade it based on that. (Maybe a better artist than me can chime in on this).
The only other nitpicks I have are that the leg on the viewer's left (his right leg) should be a bit darker, since the boot on that leg is darker. Also, I feel like the dark part of the rib gradient could be bigger. And, you might want to add some shading to the shield.
One note on the shading. It looks like the light source is directly above, except for the beard, which looks like it's from the left. I would consider having the beard shadow wrap around the bottom of the beard for consistency in the direction of your light source. Also, maybe shade the lizard a bit too.
I love this little guy. He's absolutely adorable, perfect for something lighthearted and fun. :)
If you're considering experimenting with him, I'm wondering if borders would add or take away from it. This is all pure speculation (I'm not saying it would necessarily make it better), but it might be worth a try. I find generally borders look better if you create them manually as a their own shape rather than just adding borders to every polygon, because then you can vary the width of them a bit.
Here are some things that would be useful at the moment -- there's a lot of work left, so feel free to cherry pick something that looks appealing. :)
Castle tileset (interior and exterior) -- I'm not particularly satisfied with my own attempt, which is probably a little too complicated to work with and has some other issues (feel free to build on it as a base, but I won't be offended if you start fresh).
Surt, don't sell yourself short. Your town tiles rock. :)
Sounds good to me. :)
The pelvis looks excellent now!
If you want to reduce the shininess of something, make the highlight larger and less intense. I agree that the skull does look oddly "polished" compared to the rest of him. :)
First off, love the skull. :)
I'm always kind of at a loss when I'm trying to portray a complicated shape in a relatively simple style. There's always that question of which details you should leave out and which ones to keep, and I think you did well there.
The biggest issue (as you essentially mentioned) is that the pelvis lacks volume, and unfortunately the usual "use a reference" doesn't really work here because pelvis bones are complicated and even a moderately realistic one would look out of place.
That said, this page here has a shaded pelvic bone that might be at least somewhat helpful:
http://www.drugs.com/cg/pelvic-fracture.html
I'm struggling to find a good example of a *shaded* cartoon pelvic bone, and I'm not having a whole lot of luck, so my best advice on that is to look at a real one and try to imagine what a "simplified" one would look like in 3 dimensions, then shade it based on that. (Maybe a better artist than me can chime in on this).
The only other nitpicks I have are that the leg on the viewer's left (his right leg) should be a bit darker, since the boot on that leg is darker. Also, I feel like the dark part of the rib gradient could be bigger. And, you might want to add some shading to the shield.
Keep at it, you're doing well! :)
Bart
Had to chime in on this. Very impressive work -- I've added it to the collection of 16x16 RPG assets, and I'll be including it with Orange. :)
One note on the shading. It looks like the light source is directly above, except for the beard, which looks like it's from the left. I would consider having the beard shadow wrap around the bottom of the beard for consistency in the direction of your light source. Also, maybe shade the lizard a bit too.
Very good all in all, though :)
I love this little guy. He's absolutely adorable, perfect for something lighthearted and fun. :)
If you're considering experimenting with him, I'm wondering if borders would add or take away from it. This is all pure speculation (I'm not saying it would necessarily make it better), but it might be worth a try. I find generally borders look better if you create them manually as a their own shape rather than just adding borders to every polygon, because then you can vary the width of them a bit.
Greets!
Here are some things that would be useful at the moment -- there's a lot of work left, so feel free to cherry pick something that looks appealing. :)
If any of these strike you as interesting, let me know and we can discuss them in detail.
Thanks! :)
Bart
use export, or, better yet, set it in your .bash_profile (or .bashrc, I don't remember which).
You may need to log out and back in for it to work.
This really seems to me like a problem with your build environment.
Did you install Qt Creator with your OS's package manager?
Apparently there's a QMAKESPEC environment variable that you can point to the directory in question. Try setting
QMAKESPEC=/usr/share/qt4/mkspecs/linux-g++-64
or
QMAKESPEC=/usr/share/qt4/mkspecs/linux-g++
Bart
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