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latest pixel

Featured Replies

c/c please lots betta than last time 1.png

c/c please lots betta than last time 1.png

 

 

 

I have to agree with you it is alot better then your last one but some problems with it

 

 

 

 

 

 

 

1) Rune guys neck looks like :|

 

 

 

2) Rune guy's cheeks look like they're filled with nuts or something

 

 

 

3) Ehh the moon looks funny

 

 

 

4) Rune shield looks weird I don't know what it is just dose...

 

 

 

5) The guy's rune plate looks like he has boobs

 

 

 

6) the guy kneeling over's hair mixes in with the ground

The wilderness is in space?

2008sig2nb6.jpg

Quit RS 2005 | RSN: Johnalder

Back as of 5/7/2008!

Dragon Drops: x1 Med, x5 Legs, x4 Skirts, x25 Boots, x1 Visage | x7 Abyssal Whips

The wilderness is in space?

 

 

 

lol it does look like that

 

 

 

and the guys arms are way too straight

 

 

 

why is he holding up his hands

How can they have there feets to the left while there bodies point straight ahead to us?That got to hurt :/ Anyway..Keep practicing.

Now, i think we gotta consider this pixel comparing it with his first one.

 

 

 

Under this point of view he realy improved a lot, you must admit it.

 

 

 

Yet there's still a lot of work to do since you'r still far behind from a good result (even if i think you'r working the right way somehow).

 

 

 

1st thing to point out is the scale of things...Humans twice as big as trees ?

 

 

 

The shading is still very primitive with 1 or 2 (if lucky) additional colors on an element...Also remember that nothing shades according to vertical divisions (unless it's a plain vertical wall and light comes from the orizon...). You should shade according to the light source and, mainly, to the shape of the object you'r working on...that means that its bumps generate shades aswell as its overall shape ( a cube generates a certain shading while a sphere makes another...think about it ). It's nice to see your anathomy is somehow humanoid now, yet remember there's some fixed relations between head and the rest of the body parts...(i.e. chest is about 2 heads...whole arms are 3 (1.5+1.5) and so on)) and that a messed up anathomy usualy kicks the viewer's taste more than anything else (at least for me...anathomy is the first thing i point out if it's wrong).

 

 

 

It's nice to add some details on the bg but remember that details, in order to realy help your work, need to be done the best possible way...else you end up with a feeling of fast, cheap drawing. Don't exceed in those, however, if in nature you don't see so many...for example your starfield is good for a space scene, as pointed out earlier...but for a wildy night ? I don't think so. The moon then is a real pain...IT's pretty easy to use a circular tool, why didn't you do yourself ?

 

 

 

Now i personaly don't know what else to add...so just read this and try to improve your next work.

 

 

 

 

 

 

 

Keep it up !

 

 

 

 

 

 

 

NOTE : WORK IN THE SMALL...there's no need for huge surfaces in pixel...Making a scene bigger to cover your problems making small details usualy won't help you much.

  • Author

ok i might be colabing with itchai anyway so either ill be drawing or shade havent decided yet + have u never ever seen stars and the moon be4? and thanks 4 advice

ok i might be colabing with itchai anyway so either ill be drawing or shade havent decided yet + have u never ever seen stars and the moon be4? and thanks 4 advice

 

 

 

 

 

 

 

In order to get such a "bright" night scene you should have a veeeeeery strong full moon (and placed in front of the chars...not behind them) or, more likely, a pretty strong light source in front of them. Either cases you CAN'T and i repeat YOU CAN'T see that many stars in the sky, no matter where you are and how much weed you smoked. Accept C/C since ppl that post usualy isn't dumb....expecialy if almost any1 who replied pointed out that.

  • Author

ok but soem,one said wildy isnt in space thats why i siad that be4 srry

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