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Most circular objects have circular shading away from the light source like similar too

Lightsource_ex6917931393-iaza.gif

 

also using a darker color to outline where a lighter color is also helps, as seen in the ex. I gave.

 

try and shoot for a more rounded line on the ball to, adding an extra few pixels up and down also helps, and more shades of dark grey/black to give shading aswell.

however if your LS is from behind the ball, then I would suggest a bit less dithering, and a bit darker shade of red.

 

hopes this helps.

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Here is some CC from me, hope it can be some help. You have a pretty basic sprite that looks ok, but I did find a few things I could comment on.

 

As stated, the shape could use some work. It needs to be more round, a more gradual curve on the circle. I'll have a little diagram at the bottom of this post to show what I mean.

 

Shading also could use some more work. With the way spheres work with shading, the highlights should dent inward and not outward. Again I have a nice image to show what I mean. Also if you want more ideas on how to do it, Voltorb is obviously a good choice to see how the shading on a sphere is.

 

The shades themselves also could probably use some more contrast. From a distance it can be hard to tell if it is shaded at all.

 

Finally since your image is fairly large, I think you could have added some more details to it, namely where the rim is. Like define where the button is and add a dark black band, like actual Pokeball.

 

Here are those images I was talking about:

Circleexample.png

ShadingExampleSphere.png

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