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Old 04-05-12, 01:36   #1141
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I know what you mean. I'm starting to think that I should try using the left horn from my first version, since that one seems to be a bit more conical.
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Old 04-05-12, 01:51   #1142
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Doesn't help that the horn looks more like it's just sitting on the side instead of coming out. Like putting a piece of paper over another one at a different angle.
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Old 04-05-12, 02:19   #1143
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Well... Exactly how should I go about fixing that? I actually thought that the way I'd shaped and shaded the bottom of the horn, it looked more like it was coming out properly.
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Old 04-05-12, 03:13   #1144
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Quote:
Originally Posted by DragonZero
Well... Exactly how should I go about fixing that? I actually thought that the way I'd shaped and shaded the bottom of the horn, it looked more like it was coming out properly.
The only thing that I think would work is to either make the shading near where the horn connects curve more, or make the horn taper out from where the horn connects and then shade accordingly. Make any sense?
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Old 04-05-12, 19:26   #1145
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The overall green part of the helmet just looks... bare. Lacking Detail. Maybe a ridge or two added to it would help with that.
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Old 04-05-12, 21:26   #1146
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That would look sort of cool, I agree, but mugshots are supposed to represent the in-game sprites... And the sprite doesn't have any features like that. I don't think there's really enough room to include them there, either, so that kind of puts me in a difficult position.
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Old 05-05-12, 00:03   #1147
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Not necessarily. ALot of the stage selet mugs contain details not found on the sprite.

The problem about the space used for such a thing, I have no clue how to fix
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Old 06-05-12, 06:28   #1148
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I don't know, Neo. I don't doubt that that's quite frequently the case with Robot Masters from the earlier, 8-Bit games with which you are more familiar, since the sprites were far smaller, and the colors were far more limited... But, I can't say I've found that to be the case in any of the ZX mugshots so far.

Please don't get me wrong, I don't mean to seem like I'm fighting critique, here - I agree that some kind of overlapping ridges on the crown of the mugshot would help it look cooler, but, again, I feel that should be represented on the in-game sprite, and I don't think there's much room to achieve that.
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Old 06-05-12, 07:57   #1149
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Wait. Thats what you were going on about? I thought you were talking about details, say like a stripe is shown in artwork but not the sprite due to size. I wasn't sugesting an over lap.
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Old 06-05-12, 08:58   #1150
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That was just an example I was considering that I thought might look cool - having multiple pointed layers overlapping, like a hinged helm or gauntlet tends to give things a slightly more reptilian/Draconic look. I thought it might be an interesting detail to include on the mugshot to help make the large green area on the head seem a bit less plain.
Again, though, something I would see something like that as significant enough to represent on the sprite, but there isn't enough space on Model Dz's helmet to do that effectively.
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Old 06-05-12, 09:11   #1151
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I find a minor insignifacant detail mcan really help remove blank spac. why do you think current NM's design has a V? so, why not add a seem in the metal?



Edit; I need to sleep. cant type at 5 am

Edit again.Wow, sorry!Really need to sleep, wasn't thinking. Maybe should have asked you to edit that first!
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Old 06-05-12, 15:04   #1152
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I agree with Neo on this one. Even if it's really small details that can't be shown on the sprite itself it's okay to have it in the Mug or other similar artwork. ANd Neo, despite whether DZ likes that or not I think it looks great and much better.
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Old 07-05-12, 06:30   #1153
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Hm... Alright, if you guys think it will make that big of a difference, then how about this?

This is the kind of "overlap" I had in mind. As details go, I suppose they do help spice the mugshot up, and they also create a sort of consistent visual theme with Model Dz's chest plate, which has similarly articulated layers of armor.
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