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Questionable quality on sketches

Started by April 28, 2010 10:04 PM
5 comments, last by Portugaz D Ace 14 years, 9 months ago
Here are some sketches for weapon blades for a game idea of mine: Broadsword blades: Ninja Blades: Scythe Blades: What do you guys think?
scientists explain the world with numbers, artists explain the world with images, programmers explain the world with games.
How far are you with the game? May be a bit too early to get caught up on something like that :).

Your images are alright I suppose, for rough sketches drawn in math class. I can't imagine you were really seeking a strong art critique however. The weapon designs are very basic for the most part. Not much detail to them. And doesn't really show anything special game related. I would advise concentrating more on things like character designs if the art part is more your forte. Its just.. there really isn't anything here. Sorry if I seem to be coming off a bit rough!
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1. I actually like math, so I drew these in english.
2. I'm not that good at drawing characters.
scientists explain the world with numbers, artists explain the world with images, programmers explain the world with games.
The broadsword blades are bizarre, the "ninja" blades are normal Japanese-style blades (except for the strange double reverse scythe in the middle), and the scythe blades are very broad compared to real world ones.

I think you should eschew strange and implausible designs (like the forked-point swords) and overly exotic weapons (like scythes, which are, I remind you, an agricultural tool): little details such as hilt shapes and ornaments are enough to characterize weapons and make them peculiar.

You should look at real weapons, for example in museums (like the Invalides in Paris), and model or draw simple and plain specimens.

By default, you might give every character an identical and easy to model general purpose weapon (e.g. a one-handed broadsword); then, when the style and design of your game will be better defined, you'll be able to add special touches (e.g. a glowing rune-covered broadsword for a warrior wizard) and unusual, but still reasonable, weapons (e.g. two-handed big swords after you implement cavalry and pikes and lances after you implement cavalry charges).

Omae Wa Mou Shindeiru

I probably should have noted this in the original post, but the game I am designing(mainly for educational purposes) is based off of the manga Soul Eater. So please note that the game is mostly fantasy. BTW, the ninja blades image should probably be named Assassin Blades instead.
scientists explain the world with numbers, artists explain the world with images, programmers explain the world with games.
Quote:
Original post by Portugaz D Ace
I probably should have noted this in the original post, but the game I am designing(mainly for educational purposes) is based off of the manga Soul Eater.
So please note that the game is mostly fantasy.

Maybe you won't have pikes and lances or glowing runes (which I meant only an example), but recreating a fantasy manga isn't a reason to design grossly impractical weapons (like forked swords), to exceed your artistic skills, or to commit to producing an unneeded variety of complex weapon assets.
Quote:
BTW, the ninja blades image should probably be named Assassin Blades instead.

By saying that they look like normal Japanese-style blades, I meant to make a compliment: except for the double reverse scythe, they are plausible designs that would be appropriate for a ninja or assassin.

Omae Wa Mou Shindeiru

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Please note that the 'forked sword' is actually usable in real life. Also, for more information on the backround behind these sketches, read "Soul Eater" at onemanga.com.
scientists explain the world with numbers, artists explain the world with images, programmers explain the world with games.

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