Comments: 6
dragowlfly [2010-02-23 01:58:08 +0000 UTC]
Overall
Vision
Originality
Technique
Impact
This is a very solid sprite! You're already well on your way to making amazing stuff, and I know you're competent with art basics, so I am going to focus on spriting and that's all.
Your vision is good! Isolated dragon sprites are... common. Very common. (Oh DC, what have you done?) So it's always refreshing to see something more than a standing/sitting/laying profile. The adult pose is interesting to look at, unique enough to differentiate you from the others, and it gives a good impression of motion... all wonderful things for a sprite. I like the design, particularly the fact that your dragon is very evidently a dragon... but he's (Sorry for the sexist terminology, but I view most sprites as male...) still got a unique design and whatnot. Also, I don't view sprites so much as a vision-filled artform. I'm biased and feel like it needs to be a piece of art showing composition and background and whatnot to really have vision shown. (I am very utilitarian about sprites.)
Originality, you get four stars, because... it's a dragon sprite. It isn't going to be the most original or unique concept known to man kind. However, your originality in posing, and the addition and treatment of certain features is great.
You have a really strong start with this guy. I think my number one point on the technique part of the critique is going to be contrast. Then we talk about tangents. :3 One of the major points in creating a strong sprite is contrast. You need to push your lightest light and your darkest dark to define your sprite, because many of your details are created through shading. You want to have your darkest dark be rather close to your lineart... expanding lineart colours into the shading can help save colours by using dithering. I like the dark on the back but it needs to show up on the wings and the back of the tail. To preserve the texture, you can replace what's currently your darkest dark with your lineart colour at certain points. Some small, bright highlights would also help to round out the shading. It's a delicate balancing act in general. On the topic of tangents! Tangents are where lines intersect or overlap. They can ruin the movement of the eye, and make your figure look wonky even when everything is technically correct. This is what's happening with the near wing contacting the jaw and neck. It looks weird, and wrecks the visual tension. Try to avoid having body parts follow the same line as much as possible in the future. In this case, moving the wingtip would be best, down and back a bit. Also, that tip is unshaded... a bit of a shadow up the back would be nice. Little things I noticed are the lack of shading on the far wing (or rather, the highlight that disagrees with your light source. It gives the impression of large wing fingers.) and the far leg looks a little thick.
Your impact is good. As I mentioned before, it's a solid sprite and you have most of the stuff down pat.
I hope this helped. It won't be terribly coherent (fire alarms and studying) but maybe you can glean something from it!
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akrona In reply to dragowlfly [2010-02-23 02:06:55 +0000 UTC]
Long crit is long and awesome.
That was incredibly helpful! Thank you so much for posting that.
I'm going to go fix the wing problem right now, then tackle the shading in a bit.
(also, lol, my dorm just had a fire alarm too)
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InsomniaWishes [2011-01-31 18:45:31 +0000 UTC]
This looks really good! I don't have the programs to do anything like this, so I really don't know how these things work. But, the tail on the winged hatchling looks a bit thick, and the back foot on the mature looks a little odd. Maybe something to do with the toes?
Either way, this looks great!
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witte-draak [2010-02-23 01:49:46 +0000 UTC]
The neck on the winged hatchling looks a tad thick, maybe by just a pixel or so.
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