Re: Our Comic Lab in the Playground: An experimentation class
I don't get a puppet impression from them at all, unless you mean the way their arms are splayed out - which is just so it's easier to work with the templates.
I'm also not sure about the 'unbalanced' idea. I mean, nobody complains about that with any of the OoTS stick-figure styles, or other cartoony styles, so why this one? They're sorta intended to be characterized versions of my pen and paper art style...
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Re: Our Comic Lab in the Playground: An experimentation class
No the I realise the puppet impression, I got from how the arms and lags are clearly outlines from the rest of the body as if they were fixed upon it, rather than being a part of it. i think it's even weirder on the girl because there's a line to separte the shoulder and the torso but none were the sleeve end wich kinda give the strange impression the cloth was painted on her arm.
I suppose there's a reason for that, but it just seems a little odd (to me that is, it's just my opinion)
Quote:
I'm also not sure about the 'unbalanced' idea. I mean, nobody complains about that with any of the OoTS stick-figure styles, or other cartoony styles, so why this one? They're sorta intended to be characterized versions of my pen and paper art style...
Actualy I think it's the template pose that gave that impression. On the above image, i don't get that stange impression.
And the background is very nice. i love the sky particulary.
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Re: Our Comic Lab in the Playground: An experimentation class
Quote:
Originally Posted by Darklord Bright
I don't get a puppet impression from them at all, unless you mean the way their arms are splayed out - which is just so it's easier to work with the templates.
I'm also not sure about the 'unbalanced' idea. I mean, nobody complains about that with any of the OoTS stick-figure styles, or other cartoony styles, so why this one? They're sorta intended to be characterized versions of my pen and paper art style...
Actually it seems ok now.
However I can't vouch for others, there is always things like the fans being stupid or people complaining about the change itself being bad, I don't know what goes through such peoples minds.
Re: Our Comic Lab in the Playground: An experimentation class
Quote:
Originally Posted by smuchmuch
No the I realise the puppet impression, I got from how the arms and lags are clearly outlines from the rest of the body as if they were fixed upon it, rather than being a part of it. i think it's even weirder on the girl because there's a line to separte the shoulder and the torso but none were the sleeve end wich kinda give the strange impression the cloth was painted on her arm.
Mmh, I can understand how the sleeve looked painted on, but that was mostly laziness because said sleeve was under a coat before. It wouldn't be too hard to add a line there in an actual finished product.
But the limbs thing brings up a point. It's very hard to make limbs look like they are connected to the body. Opening the lines at the top so that they actually flow into the hips tends to look awkward when it comes to posing the final product - there might be a way to do it, but when you do remove lines to make it look 'attached' the colour likes to cut corners and as I mentioned before it looks very awkward.
There might be a way to do it, but I tend to prefer this. Also, when they're not attached, I can make the impression of the underside of a person's leg as in the above picture when they are in a crouching position, which I can't do with the 'open-ended' legs. It would pay to keep these closed legs around, even if I were to use open ones, in case of such situations.
- After a bit of tinkering in Inkscape, I've discovered that I can't open the legs at the top. At least not with the current way the limbs are set up. The thighs are already open at the bottom, meaning if I open them at the top the colours suddenly jump and stick to the two lines on either side of what remains of the shape. Same with the upper arms. (basically means I'll have to pretty much re-work the entire way the arms and legs work if I even want to make them look awkwardly connected - especially since sometimes the leg and hips are not the same colour.)
Edit: and here we go - trying this out.
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Last edited by Darklord Bright : 08-07-2010 at 06:10 PM.
Re: Our Comic Lab in the Playground: An experimentation class
I wanted to know if anyone had any tips, not on making the characters, but doing the backgrounds of a comic, I've started making quite a lot of comics, and seem to take ages to create OK backgrounds, but never good ones, can anyone help?
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Re: Our Comic Lab in the Playground: An experimentation class
Quote:
Originally Posted by Darklord Bright
But the limbs thing brings up a point. It's very hard to make limbs look like they are connected to the body. Opening the lines at the top so that they actually flow into the hips tends to look awkward when it comes to posing the final product - there might be a way to do it, but when you do remove lines to make it look 'attached' the colour likes to cut corners and as I mentioned before it looks very awkward.
In Illustrator there's a tool called "Unite" in the pathfinder section, which allows you to connect two objects while still allowing you to move them independently (any lines overlapping with the other shape simply disappears). I don't know if there's an equivalent in Inkscape though, but it'll really help you out.
Quote:
Originally Posted by Darklord Bright
Edit: and here we go - trying this out.
Mmh... Posing your characters make them look a lot better.
Re: Our Comic Lab in the Playground: An experimentation class
Quote:
Originally Posted by CrimsonAngel
I don't know about Bright, but when I stand still I don't hold my arms out to the side.
It's not a standing still template, it's only like that to allow me to easily pose their arms without grabbing the body, and to be able to add and group details to the body without accidentally grouping the arms.
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Re: Our Comic Lab in the Playground: An experimentation class
Quote:
Originally Posted by Mad Mask
In Illustrator there's a tool called "Unite" in the pathfinder section, which allows you to connect two objects while still allowing you to move them independently (any lines overlapping with the other shape simply disappears). I don't know if there's an equivalent in Inkscape though, but it'll really help you out.
There is, it's also called unite.
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Re: Our Comic Lab in the Playground: An experimentation class
Hey guys? You know how I was making that "Mecha Kitty" comic a while back? Well, I haven't given up on it. I made a few more characters, and drawn a few since then. I'm also updating the old characters a bit.
How do they look? No points for guessing the mad scientist.
Re: Our Comic Lab in the Playground: An experimentation class
Sorry about the double post. :/
Well, guys, I have a problem. I'm working on the Mecha-Kitten comic (Flow of Life, as it's called now), and I'm stuck. I have character ideas and designs, but I can't think of the plot, or the conflict, or anything like that. Anyone know what to do?
Re: Our Comic Lab in the Playground: An experimentation class
I can't help with any specific ideas without knowing more about the project, but the important thing to remember is that the characters themselves and their personalities should drive the conflict. The plot should spring naturally from the characters rather than serving as a rigid framework to force your characters into.
Re: Our Comic Lab in the Playground: An experimentation class
I know you probably don't want to hear this, but I'd actually suggest something that isn't about adventurers. Simply because that party layout has been used with just a different race or class in each role so many times on this site alone.
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