Sophia 1-bit fanart.
Sophia 1-bit fanart.
Felt like pushing some 1-bit pixels again. Got my inspiration from the excellent game 'Sophia' by [mention]Alessandro[/mention].
There are some mistakes, had fun working on it though.
Download .SCR here.
There are some mistakes, had fun working on it though.
Download .SCR here.
ZX Soft - ALIEN(BUGFIX) - GB Soft - Demoscene
- Einar Saukas
- Bugaboo
- Posts: 3120
- Joined: Wed Nov 15, 2017 2:48 pm
Re: Sophia 1-bit fanart.
That is fantastic. You should change your avatar to something noire!
Did you experiment with paper colour on this?
Did you experiment with paper colour on this?
Re: Sophia 1-bit fanart.
Thanks guys!
Haven't got an account there, I know someone uploaded my B.C. Bill picture last year so perhaps Sophia will find her way there as well.
I tried changing white to grey (non-bright) when I was done, but the picture seemed to 'pop' more with straight black and white so I went with that. Didn't experiment with any different colours though.
ZX Soft - ALIEN(BUGFIX) - GB Soft - Demoscene
Re: Sophia 1-bit fanart.
Nice, cute picture! It would be great to see more stuff from you!
Re: Sophia 1-bit fanart.
Very nice art, and a very good sense of dynamics.
Smooth and nice character lines, with a very well defined human shape, but still keeping a cartoonish feel to it.
Very good use and distribution of light and shadow, good details texture on the floor, without overdoing it with textures everywhere.
I also love the bats, very well done.
I also like the whole theme a lot for the black and white 1 bit format.
But there are a few things that pop, when we dive into a more detailed look into it:
- There seems to be an effort to give a sense of perspective, using the wall "lines", but the left black wall is misaligned with the right black wall, and breaks the perspective sense for me.
- The skirt over the character right leg, seems to be fluttering in the wrong direction, since it's ahead of the character moving direction.
It certainly would not be easy to give the witch like figure, by placing the skirt to the back, but like it is, it feals a bit weird, physics wise.
- That foot that lags behind, has a weird form/shape, even considering the pointy witch type shoes.
It probably feels awkward to me, because of the heel being too large or disproportional to the rest of the foot.
However, cartoon style, can allow for this kind of scale/ratio.
- The character right leg skin, seems to be too dark, when compared with the left one.
I would suggest to lighten the shade a bit.
- The wand also feels awkward for being too pointy.
- The character right hand, also needs a few pixels moved, to be more natural.
- There is also something off, on the enemy leg in the back.
- There is an awkward scratch in the dark wall, next to the bats, that looks like another bat, probably by being so close to one, that our mind is tricked to thing, it's another bat.
Just my 7 cents about it.
All in all, a very good dynamic drawing.
Smooth and nice character lines, with a very well defined human shape, but still keeping a cartoonish feel to it.
Very good use and distribution of light and shadow, good details texture on the floor, without overdoing it with textures everywhere.
I also love the bats, very well done.
I also like the whole theme a lot for the black and white 1 bit format.
But there are a few things that pop, when we dive into a more detailed look into it:
- There seems to be an effort to give a sense of perspective, using the wall "lines", but the left black wall is misaligned with the right black wall, and breaks the perspective sense for me.
- The skirt over the character right leg, seems to be fluttering in the wrong direction, since it's ahead of the character moving direction.
It certainly would not be easy to give the witch like figure, by placing the skirt to the back, but like it is, it feals a bit weird, physics wise.
- That foot that lags behind, has a weird form/shape, even considering the pointy witch type shoes.
It probably feels awkward to me, because of the heel being too large or disproportional to the rest of the foot.
However, cartoon style, can allow for this kind of scale/ratio.
- The character right leg skin, seems to be too dark, when compared with the left one.
I would suggest to lighten the shade a bit.
- The wand also feels awkward for being too pointy.
- The character right hand, also needs a few pixels moved, to be more natural.
- There is also something off, on the enemy leg in the back.
- There is an awkward scratch in the dark wall, next to the bats, that looks like another bat, probably by being so close to one, that our mind is tricked to thing, it's another bat.
Just my 7 cents about it.
All in all, a very good dynamic drawing.
Re: Sophia 1-bit fanart.
Thanks! I used to draw a lot, both pixels and traditional/digital. Though these days I only draw something maybe once a year.
Thanks for taking the time and giving some proper critique! Yes, I noticed a few other mistakes as well (like the foreshortening of the 'wand arm'). The perspective is pretty naive but I think it works. Like you said, there's some leeway with certain things when taking into account the 'cartoon' style. It's not perfect by any stretch, but I do like myself a little bit of 'wabi-sabi' The 'mistakes' makes the picture more personal, like, this is what I was capable of doing at this particular moment in time. I'll of course strive to improve my technique in the future.RMartins wrote: ↑Fri Mar 23, 2018 5:37 pm Very nice art, and a very good sense of dynamics.
Smooth and nice character lines, with a very well defined human shape, but still keeping a cartoonish feel to it.
Very good use and distribution of light and shadow, good details texture on the floor, without overdoing it with textures everywhere.
I also love the bats, very well done.
I also like the whole theme a lot for the black and white 1 bit format.
But there are a few things that pop, when we dive into a more detailed look into it:
- There seems to be an effort to give a sense of perspective, using the wall "lines", but the left black wall is misaligned with the right black wall, and breaks the perspective sense for me.
- The skirt over the character right leg, seems to be fluttering in the wrong direction, since it's ahead of the character moving direction.
It certainly would not be easy to give the witch like figure, by placing the skirt to the back, but like it is, it feals a bit weird, physics wise.
- That foot that lags behind, has a weird form/shape, even considering the pointy witch type shoes.
It probably feels awkward to me, because of the heel being too large or disproportional to the rest of the foot.
However, cartoon style, can allow for this kind of scale/ratio.
- The character right leg skin, seems to be too dark, when compared with the left one.
I would suggest to lighten the shade a bit.
- The wand also feels awkward for being too pointy.
- The character right hand, also needs a few pixels moved, to be more natural.
- There is also something off, on the enemy leg in the back.
- There is an awkward scratch in the dark wall, next to the bats, that looks like another bat, probably by being so close to one, that our mind is tricked to thing, it's another bat.
Just my 7 cents about it.
All in all, a very good dynamic drawing.
The wand being pointy, is because it's supposed to be overexposed by the lightning ball. So that mistake was at least on purpose.
ZX Soft - ALIEN(BUGFIX) - GB Soft - Demoscene
- Ast A. Moore
- Rick Dangerous
- Posts: 2641
- Joined: Mon Nov 13, 2017 3:16 pm
Re: Sophia 1-bit fanart.
I think you’re being overly critical. I don’t have a problem with any of the things you mention. My only slight gripe is with the shuriken, which looks like a meat-grinder cross knife.
All we need is a grind plate to complete the ensemble:
Last edited by Ast A. Moore on Fri Mar 23, 2018 6:55 pm, edited 1 time in total.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: Sophia 1-bit fanart.
You mention "critic" as if it's something bad.Ast A. Moore wrote: ↑Fri Mar 23, 2018 6:53 pmI think you’re being overly critical. I don’t have a problem with any of the things you mention. ...
A constructive critic is the best thing someone can give me.
I strive to give others valuable insight, since sometimes we are so used to look at the same picture over and over, that some stuff growed on us, we got used to seeing it like it is, that we fail to have a clear view on the subject matter.
Having someone that is not biased, give you valuable input about something that we might have missed, is usually a good thing.
Some may take this negatively, and I sometimes refrain from doing it just because of that.
But given the quality of the piece, I was convinced the author would appreciate it. (I could be wrong)
I can tell you from experience, that everybody telling you that it's great, when you know there is always something that we would do differently the next day, sometimes feels more like they did not realy appreciate what was shown, or did not understand it, and it doesn't feel like a compliment anymore.
I understand the problem of "dancing" with a few pixels until we find the perfect set, that shows the actual intention.
I know that pain myself, when something seems it is never finished, but we have to let go.
I'll make a mental note, to never critic your work [mention]Ast A. Moore[/mention], since I have no desire to offend.
- Ast A. Moore
- Rick Dangerous
- Posts: 2641
- Joined: Mon Nov 13, 2017 3:16 pm
Re: Sophia 1-bit fanart.
I think you misunderstood the tone of my post. It wasn’t a jab at you; just a overture to the lighthearted humor that followed.
Perhaps it’s a language thing. In English, to criticize and to critique (or to offer critique) are not quite the same thing, and the adjective critical can mean many things, as well. So, by all means, do critique my work, if you so chose.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: Sophia 1-bit fanart.
If you've played the game, you'll know the horror of the trap rooms, 'meat-grinder cross knife' isn't far off, poor Sophia.Ast A. Moore wrote: ↑Fri Mar 23, 2018 6:53 pm I think you’re being overly critical. I don’t have a problem with any of the things you mention. My only slight gripe is with the shuriken, which looks like a meat-grinder cross knife.
Nothing wrong with constructive criticism. Like RMartin said, a fresh perspective from someone who hasn't spent hours staring at the same picture is very useful. Back in the day, I often took a break for a few days from a drawing, just to be able to look at things with 'new eyes'. I also still use a mirror (even digitally) to spot asymmetry and errors. It's all about improving one's techniques, getting better as we go.
ZX Soft - ALIEN(BUGFIX) - GB Soft - Demoscene
Re: Sophia 1-bit fanart.
I was not offended, just though it was better to clarify my intention.Ast A. Moore wrote: ↑Fri Mar 23, 2018 7:23 pm I think you misunderstood the tone of my post. It wasn’t a jab at you; just a overture to the lighthearted humor that followed.
Perhaps it’s a language thing. In English, to criticize and to critique (or to offer critique) are not quite the same thing, and the adjective critical can mean many things, as well. So, by all means, do critique my work, if you so chose.
I'm not a native english speaker, so I might not have explained myself well enough. I apologize if that was the case.
- Ast A. Moore
- Rick Dangerous
- Posts: 2641
- Joined: Mon Nov 13, 2017 3:16 pm
Re: Sophia 1-bit fanart.
No worries, man! We’re cool.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
- Ast A. Moore
- Rick Dangerous
- Posts: 2641
- Joined: Mon Nov 13, 2017 3:16 pm
Re: Sophia 1-bit fanart.
I was thinking more along the lines of, “Sophia—she’s good at killing baddies and making you favorite beef patties!”
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: Sophia 1-bit fanart.
Peter! Things are kicking off!
- Ast A. Moore
- Rick Dangerous
- Posts: 2641
- Joined: Mon Nov 13, 2017 3:16 pm
Re: Sophia 1-bit fanart.
Whoa, I didn’t quite expect the Spanish Inquisition. But then . . .
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
- Alessandro
- Dynamite Dan
- Posts: 1910
- Joined: Wed Nov 15, 2017 11:10 am
- Location: Messina, Italy
- Contact:
Re: Sophia 1-bit fanart.
Well, I am happy to see the game also sparked this kind of interest in it
I quite like the picture, nothwithstanding the fact that I imagined Sophia as a Chibi character, rather than the "regular" anime one depicted there.
I quite like the picture, nothwithstanding the fact that I imagined Sophia as a Chibi character, rather than the "regular" anime one depicted there.
Re: Sophia 1-bit fanart.
Let's just pretend that Yojar cast a temporary de-chibi-fying spell on little Sophia.Alessandro wrote: ↑Mon Apr 02, 2018 10:54 am Well, I am happy to see the game also sparked this kind of interest in it
I quite like the picture, nothwithstanding the fact that I imagined Sophia as a Chibi character, rather than the "regular" anime one depicted there.
Any plans for a sequel?
ZX Soft - ALIEN(BUGFIX) - GB Soft - Demoscene
- Alessandro
- Dynamite Dan
- Posts: 1910
- Joined: Wed Nov 15, 2017 11:10 am
- Location: Messina, Italy
- Contact:
Re: Sophia 1-bit fanart.
Not a sequel in a strict sense, but I have been thinking about a crossover with the Seto Taisho storyline...