It only took me about three days too. <_<
For a while, I've wanted things like voice acting and character portraits in my games. Who doesn't? I scrapped voice acting because you need some pretty expensive equipment (which I have but disregard that), and some half-decent voice actors. I don't know any half-decent voice actors.So I decided to try my hand at character portraits to make dialog a lot less bland.Now, this is my first time doing anything like this, so while I appreciate constructive criticism, here is a disclaimer.DISClAIMERI do not consider myself a graphics artist. I understand I suck at sketching and pixel art. I understand that I don't have color coordination.In the next sketch, I understand the hands are messed up. I understand I haven't prioritized body proportions. I understand that I use black outlines for everything (though it looks a lot better than I thought it would).…So don't repeat to me what I already know. Things like coloring tactics would be helpful, or use of tools or what. Just people who are experienced in this pitch in a bit before I make my next sketch.BackgroundRemember my game, Terminys? No? Who were the ones complaining that a poison flower was too hard? Now do you remember? I thought so.Terminys is a modern, story-driven action-RPG. And as of now I'm putting a lot of emphasis on characters. This character you'll see here is named River, and is a sylph, a humanoid creature who is more capable of Ether than humans are. She appears in the prologue, which many of you played, and stays as a party member throughout the game.So let me open with the sketch. I did it by hand on a normal sheet of paper with a normal mechanical pencil and a normal eraser. Needless to say, the quality isn't the highest.I know. It's huge. This thing only took up about a sixth of the page too. But I went over it and darkened every bit, and when I scanned it, it came out way lighter than I'd hoped, so light that Illustrator could hardly trace it.I knew I had to ink it, so I grabbed InkScape to trace the outlines, and colored it in GIMP. And here's the result.It turned out a whole lot better than I thought it would. Originally I was going to add a lot of detail, like in the hair, but I decided to be consistent with the game, and leave everything pretty much two-toned.And yes, the image is anti-aliased. Many, many times. You can see how blurry it is.The thing is, when GIMP imports paths from InkScape, it screwed them up, so I had to do a lot of tracing by hand, which is how River's hands ended up so badly.Disregard that, look at the rest.Now, constructive criticism and suggestions would be great. Because I do plan on doing more of these soon.EDIT: It looks a lot better smaller, trust me. But when I import it to GM (320x240 window), the pixel quality makes it look awful. I haven't tried scaling it down outside the sprite window yet.Other than that, it actually looks okay in game, but the features are slightly distorted.AS EXPECTED.
Yeah, it does look way better scaled to 50% or less.
In other news, the hands are a bit small and her right one is positioned weird (looks like she broke her fingers and extends her hand to greet someone).The angle of the book looks weird, too, as if she was about the drop it.Like I said, the hands turned out very poorly. That's because I had to resort to drawing them with the mouse, and I'm not great with the mouse (I can't even headshot well on TF2), so it turned out awfully. But the elbows up are the only thing that appear in the in-game portrait, so I didn't bother to try and perfect it.
The book didn't get traced right at all. When GIMP imported that path, it screwed up royally, throwing lines everywhere.Also, dodge/burn tool is awesome.Floating hat.
Short legs.Drawing hands is hard.Drawing with the mouse sucks. What Cesque said.I hope you don't mind me doing a darker pixel art version of your picture:
I hoped nobody would notice the floating hat.
Also, did you do that from scratch, Cesque? Because aside from the face, it looks pretty great, complete with extra shadows. I'd say you should be my portrait artist, but:1) You've got your own stuff2) I'm whorish about doing my own stuff unless enough people are willing to help3) Her eyes need to be worked on (my personal favorite part of my version)4) What's that white thing on her face?But the reason I didn't size it down in the first place was due to precision, and switching from vector to raster graphics. That and I forgot it was so damn big.Also, before anyone comments on the "wizard" style of clothing, or the coloration, it's just in the character. Other characters of her kind are dressed much differently. I can make analogies if I have to. This isn't a fantasy RPG, exactly.A grin? I did the face separately, so the contrast sucks. I like the eyes, myself - paste it into paint and zoom in. :P I don't really like middle-sized sprites. They're too big to look schematic but too small to have any detail.
Most of it is based on your sprite. I changed the face, the hat, the feet and the hands.the good thing about massive drawings is that they look better the more you scale them down.
@kilin: your original looks pretty good… except for the eyes. I mean they'r well drawn and all, but they're just the standard Jap-anime style eyes.
Seems like every character we see these days has the same anime-style eyes, and nondescript nose and mouth. It way too over-used.You got talent, so be more original.I don't like how your shading went over, but its not bad. Draw some more :P
@Cesque: Oh. I thought the mouth was what must be the nose.
@Leyenda: I wasn't going for anime at all. In fact, I tried to avoid it. My original eyes looked awful though, so I looked up a series of tutorials, and in the end, decided to dodge/burn the hell out of them.Terminys's style is far from anime, but the "nondescript" feature idea is a sprite theme. I'm trying for consistency here. Besides, if I put more detail into the nose, it comes out much, much worse. Trust me.The portraits are a lot smaller in-game, like I said before, so you don't really see the "anime style." If I knew how to do something more unique, I would, but like I said, consistency is important, and having photorealistic graphics doesn't fit with my cartoon game. So if you've got an idea of how to improve it, shoot.@Kenon: The shading was done quickly and simply. I just used the burn tool.Can't you tell I love that thing?For the record, I'm not good whatsoever at drawing realistic human features. I've tried. I don't see myself as a great artist, so this was entirely experimental. But I appreciate the constructive comments. They're helpful.