Your original is on the left; my edit is on the right.
-I adjusted the shading to be overall more consistent and less "pillowed" (i.e. as if the lightsource was coming directly from the center), and especially tweaked the shading of the clothes (e.g. notice how the skirt conforms to the contours and shading of her legs); notice how the lightsource is now more consistently "from above" (though I think I made her hair look like plastic lumps now, whoops); also note how the darkest shades of each color are more utilized to further establish volume and lighting
-I tried to improve the shaping of various things, including the legs, arms & hands, and shoes, to make them more recognizable; also, I tried to make the head look more like part of the neck
-I didn't quite know what you're going for in the face, so I didn't do much there
Hopefully this edit gives an idea of where to go with this. Keep it up!
Your original is on the left; my edit is on the right.
-I adjusted the shading to be overall more consistent and less "pillowed" (i.e. as if the lightsource was coming directly from the center), and especially tweaked the shading of the clothes (e.g. notice how the skirt conforms to the contours and shading of her legs); notice how the lightsource is now more consistently "from above" (though I think I made her hair look like plastic lumps now, whoops); also note how the darkest shades of each color are more utilized to further establish volume and lighting
-I tried to improve the shaping of various things, including the legs, arms & hands, and shoes, to make them more recognizable; also, I tried to make the head look more like part of the neck
(cut...)
I can be wrong, but I think that to be coherent with the way you shaded the left* leg, the left* part of the hair should be modified with something more like this (quickly edited in few minutes, not polished, just to illustrate a concept):
or perhaps this:
Again, just my two cents (I'm not an artist), I can be wrong.
Cheers!
Edit:@Aaendi: I apologize for messing up your sprite.
*EditII: I obviously mean the left side of the image, which actually is the right side of the character.
Ahh yes, I see what you're trying to convey with the hair. Fair enough. (I really just did my edit to help springboard a revision, but regardless thanks for the criticism. )
What the hell is up with her face? It looks so dark and shadowing.
I guess BullockDS intent was to keep your highlight on the nose, drop shadows (from the hair above) on the forehead, and outline with a darker color the edges of jaw and neck.
Being the face only 4x4px, the area looks pretty darker this way.
Drawing and shading faces correctly is one of the most complicated tasks in pixel art, if you ask me.
Edit: just separating sentences with an empty line.
Ahh yes, I see what you're trying to convey with the hair. Fair enough. (I really just did my edit to help springboard a revision, but regardless thanks for the criticism. )
You are welcome.
I was more asking if my point was somehow correct, rather than criticize your work.
the thing is, he tried something similar to the KOF style, he could remove the darker colours in the face, becase there's no need of much shadow there, the shadow in the foreheadcould be replaced with lighter tones
the thing is, he tried something similar to the KOF style, he could remove the darker colours in the face, becase there's no need of much shadow there, the shadow in the foreheadcould be replaced with lighter tones
Yeah, to be honest I cocked up the face a bit. Sorry.
Part of what I tried to do was add some shading from the hair overlapping her face, but yeah it came out too dark overall.
Also, to be more specific, I would say that my "inspiration" style (for a lack of a better term) would mostly be Castlevania: Symphony of the Night, although I guess SotN does tend to have some broader similarities to the graphic style of later KoF titles.
Comments
Your original is on the left; my edit is on the right.
-I adjusted the shading to be overall more consistent and less "pillowed" (i.e. as if the lightsource was coming directly from the center), and especially tweaked the shading of the clothes (e.g. notice how the skirt conforms to the contours and shading of her legs); notice how the lightsource is now more consistently "from above" (though I think I made her hair look like plastic lumps now, whoops); also note how the darkest shades of each color are more utilized to further establish volume and lighting
-I tried to improve the shaping of various things, including the legs, arms & hands, and shoes, to make them more recognizable; also, I tried to make the head look more like part of the neck
-I didn't quite know what you're going for in the face, so I didn't do much there
Hopefully this edit gives an idea of where to go with this. Keep it up!
Originally posted by: BullockDS
Your original is on the left; my edit is on the right.
-I adjusted the shading to be overall more consistent and less "pillowed" (i.e. as if the lightsource was coming directly from the center), and especially tweaked the shading of the clothes (e.g. notice how the skirt conforms to the contours and shading of her legs); notice how the lightsource is now more consistently "from above" (though I think I made her hair look like plastic lumps now, whoops); also note how the darkest shades of each color are more utilized to further establish volume and lighting
-I tried to improve the shaping of various things, including the legs, arms & hands, and shoes, to make them more recognizable; also, I tried to make the head look more like part of the neck
(cut...)
I can be wrong, but I think that to be coherent with the way you shaded the left* leg, the left* part of the hair should be modified with something more like this (quickly edited in few minutes, not polished, just to illustrate a concept):
Again, just my two cents (I'm not an artist), I can be wrong.
Cheers!
Edit: @Aaendi: I apologize for messing up your sprite.
*EditII: I obviously mean the left side of the image, which actually is the right side of the character.
Originally posted by: Aaendi
What the hell is up with her face? It looks so dark and shadowing.
I guess BullockDS intent was to keep your highlight on the nose, drop shadows (from the hair above) on the forehead, and outline with a darker color the edges of jaw and neck.
Being the face only 4x4px, the area looks pretty darker this way.
Drawing and shading faces correctly is one of the most complicated tasks in pixel art, if you ask me.
Edit: just separating sentences with an empty line.
Originally posted by: BullockDS
Ahh yes, I see what you're trying to convey with the hair. Fair enough. (I really just did my edit to help springboard a revision, but regardless thanks for the criticism. )
You are welcome.
I was more asking if my point was somehow correct, rather than criticize your work.
Cheers!
Edit: misspelling correction.
Originally posted by: NiO
the thing is, he tried something similar to the KOF style, he could remove the darker colours in the face, becase there's no need of much shadow there, the shadow in the foreheadcould be replaced with lighter tones
Yeah, to be honest I cocked up the face a bit. Sorry.
Part of what I tried to do was add some shading from the hair overlapping her face, but yeah it came out too dark overall.
Also, to be more specific, I would say that my "inspiration" style (for a lack of a better term) would mostly be Castlevania: Symphony of the Night, although I guess SotN does tend to have some broader similarities to the graphic style of later KoF titles.
I changed her hair color because it blended too much into the grass in the background I was making.