Thanks, Ceninan... I am contiuning to add (mainly inkscape) tutorials to the block... and hope to do so for quite a while still... no end of topics in sight... ;)
Another nice start... but... [and I am starting to sound like a broken record... :) ]... You just don't take the time to define elements properly... All the nodes are smoothed, there is no edges and no contrast. You put on a little bit of highlight and shadow but left it utterly inconsistent... The main problem to me is the right foot and hand - try and get into the pose you created - unless you are double jointed or have a serious defect your foot will never point up... ;)
You should also consider your eyes... The jester looks like a 'Sesame Street' creation to me...
I did make another edit - thanks to a procrustinating day when I should have been working on other things ;)
Good start... but... if you use this for game art you should break apart the limbs for easier animation [split the arms and hands and legs into two / three objects]. I also noticed that you are a little sloppy on the nodes [use more corner nodes to define the shapes better] and use clip and path combines [difference and addition] to create more complex shapes eg. the highlight in the hair. Check your illustrations with the real world eg. the glasses should have the cross bar at the top and a line going to the ear to keep them from floating on the face. Lastly a little shadow helps bring out the face [a duplicate of the face shape, reduced in size and intersected with the hair shape].
Really nice style... Works well but for the arms... the just get lost in all the action and don't seem to connect to the body the way you would expect.
Great use of layers btw. Nice and clean... I did a quick edit though as to me the initial design is a little sloppy and rushed... Missing a joint for the knees will make animation of the skeleton rather hard, so I added knees and reworked the boots a little to match the stance. The shield and weapon feel too small and posture too straight... I replaced the ripcage with just the front elements and added shoulder blades and collar bones to the design...
I hope you don't mind... I just think it's easier to show rather then use a lot of words...
I also did a quick inkscape tutorial on the bomb:
http://2dgameartforprogrammers.blogspot.com.au/2012/09/this-tutorial-started-out-with-some.html
Thanks for the mention of my blog... I am glad you found it helpful... ;)
Thanks, Ceninan... I am contiuning to add (mainly inkscape) tutorials to the block... and hope to do so for quite a while still... no end of topics in sight... ;)
Here's a video of the dummy in action [in a DeepBlue Apps template using the GameSalad engine]:
http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./GSTemplateDDG.html
Another nice start... but... [and I am starting to sound like a broken record... :) ]... You just don't take the time to define elements properly... All the nodes are smoothed, there is no edges and no contrast. You put on a little bit of highlight and shadow but left it utterly inconsistent... The main problem to me is the right foot and hand - try and get into the pose you created - unless you are double jointed or have a serious defect your foot will never point up... ;)
You should also consider your eyes... The jester looks like a 'Sesame Street' creation to me...
I did make another edit - thanks to a procrustinating day when I should have been working on other things ;)
and the svg file...
Good start... but... if you use this for game art you should break apart the limbs for easier animation [split the arms and hands and legs into two / three objects]. I also noticed that you are a little sloppy on the nodes [use more corner nodes to define the shapes better] and use clip and path combines [difference and addition] to create more complex shapes eg. the highlight in the hair. Check your illustrations with the real world eg. the glasses should have the cross bar at the top and a line going to the ear to keep them from floating on the face. Lastly a little shadow helps bring out the face [a duplicate of the face shape, reduced in size and intersected with the hair shape].
and the svg file:
Really nice style... Works well but for the arms... the just get lost in all the action and don't seem to connect to the body the way you would expect.
Great use of layers btw. Nice and clean... I did a quick edit though as to me the initial design is a little sloppy and rushed... Missing a joint for the knees will make animation of the skeleton rather hard, so I added knees and reworked the boots a little to match the stance. The shield and weapon feel too small and posture too straight... I replaced the ripcage with just the front elements and added shoulder blades and collar bones to the design...
I hope you don't mind... I just think it's easier to show rather then use a lot of words...
Here's the svg file:
No worries, mate. I am glad my edit did help. Feel free to use it any way you want, I am fine with it.
They are free to use... I didn't get them... I made them using coreldraw :)... and yes... you can use them in your flash game...
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