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The_Jeppoz

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Everything posted by The_Jeppoz

  1. This sig pretty puzzles me. On one hand i see many good aspects and some interesting innovations, but on the other i see some quite noticable flaws i was pretty surprised to find. Let's go with order then. PROs: - I realy like the background, actualy the natural background. As usual ground is simply looking but very nicely worked on, giving a nice realistic effect i'd say. Nice water,hill and sky (lovely cloud cover). - Pretty busy action in it, many things to see, some very nice lineart here and there, expecialy on mages - Bright, life full colors (might clash with the theme, but whatever) - Good shading, as usual, on most of the sig elements. Nothing new but everything works nice on the old stuff. Interesting new design for the armors, but that's all about it in the PROs. CONs: - Trying to follow the Pros order...Axe hut. It looks like a flat scenography. Pretty disappointing in the lateral side (the one that's supposed to give the 3d effect, getting prespective. It's designed flat, and textured flat. The roof itself shows some flaws to me. The bricks don't look 3d even in full frontal and the roof - wall transition is odd (again, flat). - Some lineart, and actualy a couple characters, are way below the overall sig quality. Pointing finger on second guy from the left, crouched one and some bits of the middle rune guy. What i realy can't understand is how those skirts are supposed to be. They are like metal tubes to me, that is something impossible to wear and unrealistic. The shading doesn't help with the effect. Plus those guys DON'T HAVE HIPS AT ALL ?? Reference: If i'm not wrong the upper leg is supposed to be as long as the lower one, that is, in this case, it should get straight to where the plate starts...odd...Then there's hips. IF we say leg halves are 2 units (with 1 unit = head) then hips should be something like 1 unit i think. So we have a pretty big proportion issue. Morover the lineart for legs + skirt seems poor compared to the rest, and the skirt vs plate transition is strange , if not bad (both seem to have no width) - Light sources are all messed up. Literaly. This is way more obvious in the armor shading. Nice to add some bumps on it, but the overall look is bad, and any piece has a messed up shading. The whole looks so odd to me. To explain it better i pointed out with some arrows the lightsources for each shading. I think the choice for the "dark reflections" between highlighted and darker areas in the metal armors isn't working so nicely. It actualy looks like theres a fold on the armors, expecialy in the pectorals. I personaly think you should fix that, looks pretty weird. -The new shading is a nice idea, works great for abs actualy. Also gives some more depth to old rune plates. Still you should redesign the lineart according to your new shading. It seems like you textured them with a bigger map that was cut around the borders. For example, on the rightmost rune fighter, you can see the plate is seen with a certain inclination. This means with that shading we should see a pritty big bump by the right pectoral profile, or, the same way, we should see some different plate to legs transition, with actualy a 3d twisting of the first, not a perfect match like we see here. -MINOR:The overall detail level (i'm talking about lineart, small details) seems lower than your standards. -MINOR:Text is quite annoying being too strong and busy. But i think it's like hands for me. I'll never be able to get nicely looking ones, plus i hate putting text on myself *sniffles*. Overall : It's a good sig, no doubt, It has a very bright and active look, but again i could point out the above problems at first sight. Thought it might be useful to CC about those rather than spending the same rows of text about how good the other things are; something that, just to be clear, no1 has to forget. I'm not used to such long CCs, but i found time for once. If i had to rate it out of 10, thing i don't realy use to do, i'd go for a 7.5/10 that could be 9/10 with the right fixes. *cheers*
  2. I myself love barrows also cause they'r a great way to spend my money with a smile (*loves Guthan*)...Anyway i still use dragon, actualy i use both at same time, so , for example, dragon gauntlets or dragon boots could have been better choices for the new "dragon item". On the weapon side i was expecting a new bow, obviously, but stronger. A new staff, but maybe with some special spell related, like iban's. A new weapon like a dragon 2h,wh, or whatever, if they wanted to keep it on lvl 60, or a totaly new lvl 80 one. I didn't expect whole sets cause we already knew there were "some" new items and 3 different sets would have been sponsorized with "many".
  3. Well something like this. As an high level i have more money than i usualy need so, from my own point of view it would be way better to hit more, rather than save some $ for strike. I think that's a common opinion once you train enought to get bored of low lvl items you'r forced to use. I like this game but i find that after barrows it turned pretty low stimulating for high-lvls. At the moment all you need to wear anything is 70 in all stats, and i find it very low considering how easy it is, today, to get lvl 70s in combat stats and how many ppl with 80, if not 90s is waiting for something to make their effort worth something. i have 2 lvl 99s in combat, soon will have all. This way how long am i supposed to wait to get to a very high - end kind of equipment ? Hope you see my point now. On the other hand. MAges got this staff... Rangers got the new Bow...as far as i know it's worse than Crystal Melee got hatchet ? :? , no need to say it's pretty pointless to melee with, just useful (maybe) for pking with special. So the whole 3 items seem pretty weak to me.... Then there's rings. They are supposed to be giving tiny bonuses... Still better than nothing i say... Those are better, at least they go the right directions even if they should have been maybe more powerful to actualy make the fight more worth it (or maybe being able to wear 2 rings could be good with these new ones). Hope you get my point here too...
  4. entangles take only nats, curse spells only take body runes...soul spells only take souls...pointless? no. Wow then let's all go *drool* cause we can hold an ugly stick that makes you save 1 inventory slot and some of your savings for basic runes... All the spells it helps with are for support mage pking and a support mage won't die for some low lvl runes lost or 1 less shark in stack. Ancient mages do the trick nowadays... I still think it's pretty pointless, other than ugly. Its uglyness is out of discussion from that pic, maybe from another angle it looks better. Sorry if as a lvl 122 i expected some more interesting stuff from a such announced update... so please, what did you expect? generaly speaking something with higher reqs than past items. This game has noob-sided equipment. I was expecting some lvl 80 reqs equipment, getting the quality "jump" we had from dragon to barrows, from scimmy to whip...Not this kind of stuff. High levels need something to actualy make the hours spent getting those high90s worth something more than 1 more damage for hit...
  5. entangles take only nats, curse spells only take body runes...soul spells only take souls...pointless? no. Wow then let's all go *drool* cause we can hold an ugly stick that makes you save 1 inventory slot and some of your savings for basic runes... All the spells it helps with are for support mage pking and a support mage won't die for some low lvl runes lost or 1 less shark in stack. Ancient mages do the trick nowadays... I still think it's pretty pointless, other than ugly. Its uglyness is out of discussion from that pic, maybe from another angle it looks better. Sorry if as a lvl 122 i expected some more interesting stuff from a such announced update...
  6. Ugly like none else, pointless like lava. Wow... What's next ?
  7. No i never did. And yes, the floor came out way better than i myself expected. It has some hypnotic effect to me lol.Anyway iit was easier to make than it probably seems. Thx
  8. Very nice job even if the Dragonball-clone style for char design kinda spoils the originality of your own style, if you get what i mean. I've never been a great supporter of Fan Arts cause they always end up emulating some1 else either getting good results (mostly traced artworks) or worse ones (original emulations of the style), still having to compare to the originals, losing some points i think (here for example if it takes me 0.2 secs to recognize Trunks and Gohan prototypes, it also takes me a short time to have an odd feeling of roughness compared to originals). The lineart is very nice, but needs some refining and some cleaning up here and there. Shading is allright but queen and characters don't seem to go well together, Queen seems much more shaded and 3D, but maybe all those samples don't help. Bg might need some more details but it's fine already. I've seen a couple very interesting sigs from you recently as well as some stylistic choices that match my own taste. Grats Keep it up.
  9. Pose and proportions are directly taken from the game (actualy it had even more SD elements, such as huge boots, that i toned down a bit).I personaly am well aware of human proportions and anatomy. Yet if you wanna teach PT staff about it, be my guest, but i guess they will reply pointing out at the anatomy of your avvy dude :P I'm fine with it, i actualy like it a lot, still i don't put an anatomy tome under your nose since i suppose it's exactely the cartoonish, deformed style you decided to go for (as well as for many other works of yours). Same with PT graphics. I like it. It's cartoonish. My sig is about PT. :wink: Welcome back btw
  10. Yeah it's sold (2 santas). Priston Priestess has some pretty shoking colors lol. My friend wanted a certain outfit that's pink based... Tried to keep the same shiny look rather than going for some pale colors. I think she's fine with bright colors, i still could tone them down some more. We'll see. Thx :)
  11. Well i have to say i never played that game so i had to get infos from screenshots and game guide, and actualy invent the setting. Took a couple weeks of non regular work (busy rl working weeks). It's supposed to be a failed lightining spell, generating a tiny tiny one. Hope you like it.
  12. You could either go for a trial version of Photoshop or for the Gimp. Photoshop has an easier interface to me, but expires in 30 days i think.
  13. Some questions are better not to be answered :shock: Lol anyway, the 4th attempt is way way better. I personaly love it. It's getting so close to my ideal contrast/hue values...still requires to pump up the saturation a bit more. Only thing that basicaly ruins it bad is the text. Please give the sig a better one, it's such a pity ! great job.
  14. Well, at first i'd like to say that's it's nice to see "new stuff" going on on these boards. Anyway i think you just made the first step towards an interesting product. As it is now it looks to much like a blocky version of a simple pixel sig. This might be allright alone, but won't stand out as a "new style" since it looks kinda cheap. If you realy like cubism you should think at it this way. Let's say you wanna draw a cube. Normaly you'll be able to show only up to 3 faces of it, right ? How could you show the whole faces of that cube ? The answer was given by cubism. What they do is actualy "opening" the cube, put the 6 faces on the same plain (going from 3d to 2d basicaly), and rearrange them with a specific pattern. That's why in cubism it's easy to see a human figure whose face is both seen frontal and from the side, on the same head. As you can see that's pretty different from making anything on it blocky. Hope you get what i mean.
  15. Nice sig here. I always like to see non render based abstracts, recognising how harder they are compared to the easiest way 'round. I like the color scheme and the busy aspect of the abstract. I'd go with ppl saying text isn't too clear at all (well it is if you take time to read it a couple times, but i guess you'd better look for a more direct comunication on a sig). And yeah...i fail to see a link among lying and yellow. Artisticaly speaking it's ,again, good. I'd just fix the left side of it, making that darker "block" either more fader in, or with way softened edges. So far it stands out too much and looks a bit odd. Keep it up
  16. Well i think those lines don't realy stop any1 from getting a clear idea of the work, and any1 from ripping it anyway, since they can be removed in paint in almost no time (even if i personaly don't see an horde of basic wip rippers out there). So any further quarrel about that seems pointless to me. On the C/C side, what to say ? The guy isn't that great at all so far. Basicaly cause it's as flat as a sticker. Nothing you can't fix later on anyway. But we can also notice how bad shaped his body is. You can't realy pretend a man to be so "blobby". Muscles and bones shape our body a total different way. So far he looks like a boneless corpse. Face details should be improved, aswell as hair. I do also reccomend to have a very clear idea of what your sig will be (that is complete,yet maybe still sketched lineart) when you start with a full frontal character. Usualy helps to get a more armonic composition later on. Keep it up, but don't actualy post "my best pixel" thread. Ppl tend to come up with old jokes about it :wink:
  17. don't realy love links with no extentions... :?
  18. Ok, First of all let's take off 25 pixels from the right, put the whole sig under 30k (no animation then). Now we can start working on the text. None of it works well. At first you need some better font, then you need it to be antialiased, smaller, and faded in the bg a bit. Then we'll probably get something eye-pleasing, yet unoriginal.
  19. I have to say you make some pretty original works. This one for example is. But it also doesn't work at all to me. Can't say where to focus your attention to fix it, maybe more saturated colors, maybe something more going on. Summarizing, i think you were looking for a "relaxing" effect from the sig, ending up with a "boring" one. But i guess since it's original stuff, you also have to practice little by little, so keep it up :)
  20. nice and funny, but maybe the black borders are a bit too tick. Still nice
  21. I personaly think you'r totaly wrong mate. Pixels don't have to be saved as Jpgs since the compressions used in the algorythm create "fakes" in the picture (somehow close to adding some full AA, removing the pixel effect itself). Abstracts, on the other hand, don't have to be saved on GIFs since Gifs only have 256 colors and all that's not the best range for an abstract. Jpg is your only and final choice for most of the abstracts you want to use on these boards. Even with a 80% compression you don't notice big changes towards the original version, and you can still work on the compression ratio with 1% steps on PS so that you can fit the limits almost perfectly.
  22. not considering the render, i still think the sig is pretty serverely flawed. I'm not a grunge expert so i'll just point out what my personal taste finds wrong. First of all a grunge sig shouldn't realy have all those patterns on it. As far as i know grunge work aswell as they'r random. dirty looking, chaotic. So i'd realy get rid of the foreground patterns, that are also too strong, covering the sig too much. Other than that, the bg isn't probably the best i've seen but might be ok. Skipping the render, the Text is so hard to read that you'd realy might reconsider its whole design (font, its size, and maybe even the color that doesn't match the sig so nicely). Keep it up
  23. Way way easier than that. Hands own me :oops: . Actualy spent some time on those things lol...But i'll get my revenge, hands !!!! One day...some day...
  24. Very nice piece so far. The body is overall well shaped but the pectorals seem pretty odd for such a muscolar guy. They'r probably 2 small and high in the chest, plus his left one is 2 small for a semi-full frontal view.Anyway i'm not totaly sure about it, might be my personal taste. About the colouring, the thing you should work on is giving a deeper 3d effect on arms so that you can actualy see the difference between forearm and the rest (hope you actualy get what i'm trying to say :oops: ). I'm not the greatest expert of dithering but i guess 1 darker tone only could make the difference. The shading is great anyway, as well as the overall impact. Very very interested to see the finished product :)
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