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Marketplace art: feedback request

1464970642
Cecilia K.
Marketplace Creator
Hi everyone! I just watched the Roll20Con&nbsp;Marketplace Creator panel where the difficulty about working alone in vacuum where brought up and I can not agree more. I only have 3 packs up on the marketplace and without feedback it is hard to know what people think about them, and how and what to improve. Maybe some of you reading this could help me? :) I am craving some constructive feedback!&nbsp; My packs: <a href="https://marketplace.roll20.net/browse/set/801/toke" rel="nofollow">https://marketplace.roll20.net/browse/set/801/toke</a>.. . <a href="https://marketplace.roll20.net/browse/set/914/toke" rel="nofollow">https://marketplace.roll20.net/browse/set/914/toke</a>... <a href="https://marketplace.roll20.net/browse/set/966/toke" rel="nofollow">https://marketplace.roll20.net/browse/set/966/toke</a>... They are all more or less water-themed, but I plan to do something else for my next pack. First I just have to choose between the 5 to 10-ish themes that are my favourite theme right now ;)
1464972484
Russ H.
Marketplace Creator
Hey Cecilia! Sending a PM. Looking forward to chatting with ya!
1464975332
Gold
Forum Champion
Hello Cecilia, I love how colorful your art packs look. The strong outline around each also helps with visibility on busy/color-packed maps, and when zoomed-out. We played through some underwater adventures, and would have used some of this art, but I didn't see if your packs were out when we played underwater D&D quest a few months ago. Your underwater tokens would play nicely along with some other artists' Marketplace packs, such as "Seascapes And Reefs" by Philip Wright which has some nice coral reef map backgrounds that could be populated with Cecilia's token packs. <a href="https://marketplace.roll20.net/browse/set/198/seas" rel="nofollow">https://marketplace.roll20.net/browse/set/198/seas</a>...
1464975431
Badger
Pro
Marketplace Creator
Hey Cecilia; there's a PM on the way!
1464976259
Gabriel P.
Pro
Marketplace Creator
I'll let the token makers take care of you for useful advice.&nbsp; I really enjoy the style of the tokens, very clean and pretty.
1464976936
Cecilia K.
Marketplace Creator
Gold said: Hello Cecilia, I love how colorful your art packs look. The strong outline around each also helps with visibility on busy/color-packed maps, and when zoomed-out. We played through some underwater adventures, and would have used some of this art, but I didn't see if your packs were out when we played underwater D&D quest a few months ago. Your underwater tokens would play nicely along with some other artists' Marketplace packs, such as "Seascapes And Reefs" by Philip Wright which has some nice coral reef map backgrounds that could be populated with Cecilia's token packs. <a href="https://marketplace.roll20.net/browse/set/198/seas" rel="nofollow">https://marketplace.roll20.net/browse/set/198/seas</a>... Thank you so much for the kind words :D And for the combination-tips ^^ The packs were probably not out yet when the underwater D&D quest&nbsp;took place. The first pack went live in February so they are all relatively new.
1464977057

Edited 1464977070
Badger
Pro
Marketplace Creator
Gold always has great tips!
1464977125
Cecilia K.
Marketplace Creator
Gabriel P. said: I'll let the token makers take care of you for useful advice.&nbsp; I really enjoy the style of the tokens, very clean and pretty. I am thrilled over that I am getting som awesome PM's indeed ^^ Also thank you so much for enjoying :)
1464977284
Cecilia K.
Marketplace Creator
Badger said: Gold always has great tips! Indeed ^^
1464992766
Vanderforge
Marketplace Creator
PM sent, I hope it helps!
1465030414

Edited 1465030438
Natha
KS Backer
Sheet Author
API Scripter
Great things about your present token packs : - Thick outline - Consistent style - No 3D rendered crap (most of the time it looks poor/bad)
1465162877
Cecilia K.
Marketplace Creator
Natha said: Great things about your present token packs : - Thick outline - Consistent style - No 3D rendered crap (most of the time it looks poor/bad) Thank you!
1465164087
Cecilia K.
Marketplace Creator
I'm overjoyed with the awesome feedback I have received. Thank you all :) The main thing I got mixed feedback regarding is the outline. Some really like it for visibility, others doesn't like the look. So I tested some other outlines (see the dwarf monk below) that hopefully both give visibility and looks better. What do you think? ^^ A: B: C: D:
1465164496
Russ H.
Marketplace Creator
I like version D!
I'd stick with the stand outline you've been using, for consistency. But definitely not B or D.
1465167154
Gold
Forum Champion
Is there any way, would you have the time to present the 4 Dwarf Token Outline-Examples, on a screenshot where they are Tokens on a Color Map background, and have some Roll20 bars and Nameplate visible, and the view is zoomed-out to something like 40% ? Thus the tokens would appear quite small and the key is, are they recognizable? Do they stand out enough? Granted different GM's have different methods (whether the bars are showing or not, whether nameplate is showing or not, and whether the GM uses 100% view or 10% view), I would just suggest turning on the Token options and zooming to a middle amount, for real-situation testing. If I was going to vote for A, B, C, or D, I'd want to test it first in Roll20 on a color map zoomed out. Compared to the white background on the forum and 1:1 size presentation here, I can guess the one I like best here but might feel different on-map.
1465170368
Russ H.
Marketplace Creator
Gold said: Is there any way, would you have the time to present the 4 Dwarf Token Outline-Examples, on a screenshot where they are Tokens on a Color Map background, and have some Roll20 bars and Nameplate visible, and the view is zoomed-out to something like 40% ? Thus the tokens would appear quite small and the key is, are they recognizable? Do they stand out enough? Granted different GM's have different methods (whether the bars are showing or not, whether nameplate is showing or not, and whether the GM uses 100% view or 10% view), I would just suggest turning on the Token options and zooming to a middle amount, for real-situation testing. If I was going to vote for A, B, C, or D, I'd want to test it first in Roll20 on a color map zoomed out. Compared to the white background on the forum and 1:1 size presentation here, I can guess the one I like best here but might feel different on-map. Great Idea, Gold!&nbsp;
1465172895
Vanderforge
Marketplace Creator
Definitely not B! A. looks like what you are using right now. I'm personally not a fan of the outline, but it sounds like other people are so maybe you should stick with it :) D. is what I would pick from above but it needs a little work. &nbsp;Line weight in inking is about adding weight to the drawing and help with the lighting. &nbsp;In the example above I like the thicker line weight on the bottom of his left leg and the inside of his right leg but no on the top/left side of his right leg; I think you should get rid of it altogether there. &nbsp;If the light is coming from the upper left, the thicker lines should tend to be towards the lower right edges where the shadows would be deeper; does that make sense? Here's a quick paint-over as an example of what I mean: I hope that helps!
1465186687
Badger
Pro
Marketplace Creator
On outlines: I give you no answers, only&nbsp;homework. Comic book homework. Go look up the following; Jeff's Smith's Bone (His work is all crow-quill, and a master class in the style Fernando quickly demonstrated.) Mike Mignola's Hellboy (Almost all the lineart is a similar weight. He strongly favors an even, micron pen sort of look. Most similar to your current style.) Dave Gibbons' work on Watchmen (Refined line weight with ink on a brush, but can be emulated in photoshop) Tim Sale's Hulk: Grey (Even outer outlines, all the fuzzies inside. Note the gradients.) Those examples are, perhaps an answer, in retrospect. B and C are your weakest, and I'm sure you know why, because you clearly weren't satisfied with them. They obscure, they dilute. They make what's best about your work harder to see. (What's best? imo; Silhouette. Color. Clarity. Not small things.) Check out this Hellboy panel, and this Bone panel.&nbsp;Why are some lines heavy- almost color blocks of black- while other lines, almost all of them are the same? Silhouette. Color. Clarity. Npth characters are effectively outlined with a heavier outline. Why? How heavy is that outline compared to the inside line? Why? What happens when you scale these panels really big or really small? &nbsp;&nbsp; Choose a style, perfect that style, and don't apologize for your choice. Draw a thousand things, and learn from every one of them. Your work will change by the "end". Learn from that change. Every choice has value; do you want a more flat, graphic feel? Or more punchy curves? Do you like flatter colors and lines? Do you prefer soft airbrushing? Chose what you love and ignore the people that won't ever love your style. (I'm a painter. I like saturated colors. That will never change. People who want realistic, desautrated landscapes won't be as drawn to my or Fernando's work. Thats Fine! I'm not going to try to emulate Gabe because I'm not him and he's not me. That's the best part of the marketplace! We can even make campaigns with moods that "flow" from one to another!!!) Simple doesn't mean easy, and graphic doesn't mean simple. Don't underestimate yourself or feel bound or bounded by style choices. But do try to find something consistent to sell. Stark, heavy outlines will have an almost "sticker" feel. They'll make you work to define depth, shape, and form, as we discussed in a PM. (Think about that forearm I illustrated.) But where you nail it, like that sweet harpie wing, you create a graphic, memorable, archetypal form that can be read from practically space.
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Edited 1465210288
Cecilia K.
Marketplace Creator
Gold said: Is there any way, would you have the time to present the 4 Dwarf Token Outline-Examples, on a screenshot where they are Tokens on a Color Map background, and have some Roll20 bars and Nameplate visible, and the view is zoomed-out to something like 40% ? Thus the tokens would appear quite small and the key is, are they recognizable? Do they stand out enough? Granted different GM's have different methods (whether the bars are showing or not, whether nameplate is showing or not, and whether the GM uses 100% view or 10% view), I would just suggest turning on the Token options and zooming to a middle amount, for real-situation testing. If I was going to vote for A, B, C, or D, I'd want to test it first in Roll20 on a color map zoomed out. Compared to the white background on the forum and 1:1 size presentation here, I can guess the one I like best here but might feel different on-map. Excellent idea! I did just that (well, the zoom-slider was set to my usual level when testing visibility but that is about half-ish anyway). I used Badgers Autumn forest pack as the background to test:&nbsp; and to make some sort of "worse case test" I also tried using the same awesome 25x25 art piece in Badgers pack on a small 4x4 area (making the background more busy than it was intended): They are arranged A B *newline* C D *newline* _ F (ernando) ;) I have already gotten some very awesome feedback, and I'm very close to making the choice on were to go from here, but if anyone want to pitch in now that this is up, please do! :) Besides, I do have some "homework", from this thread and PMs, that I want to take a look at before I start on the next pack proper. ^^ Fernando D. said: Definitely not B! A. looks like what you are using right now. I'm personally not a fan of the outline, but it sounds like other people are so maybe you should stick with it :) D. is what I would pick from above but it needs a little work. &nbsp;Line weight in inking is about adding weight to the drawing and help with the lighting. &nbsp;In the example above I like the thicker line weight on the bottom of his left leg and the inside of his right leg but no on the top/left side of his right leg; I think you should get rid of it altogether there. &nbsp;If the light is coming from the upper left, the thicker lines should tend to be towards the lower right edges where the shadows would be deeper; does that make sense? Here's a quick paint-over as an example of what I mean: Haha, yes. "Not B" seem to be the one thing people agree about so far&nbsp;;)&nbsp; Nice example! ^^&nbsp;As you can se I added it to the test above, and I hope you are ok with me saying that it doesn't feel quite the same as the others so if I did a "litteral" change based on the example it would feel a bit inconsistent with my other work (the conflict between the will to experiment/improve, and the will to stay consistent strikes again!). You probably didn't mean for me to "copy" your example anyway, but rather take away some learnings regarding line weight and for that it is a great example&nbsp;:) Badger said: On outlines: I give you no answers, only&nbsp;homework. Comic book homework. Choose a style, perfect that style, and don't apologize for your choice. Draw a thousand things, and learn from every one of them. Your work will change by the "end". Learn from that change. Every choice has value; do you want a more flat, graphic feel? Or more punchy curves? Do you like flatter colors and lines? Do you prefer soft airbrushing? Chose what you love and ignore the people that won't ever love your style. (I'm a painter. I like saturated colors. That will never change. People who want realistic, desautrated landscapes won't be as drawn to my or Fernando's work. Thats Fine! I'm not going to try to emulate Gabe because I'm not him and he's not me. That's the best part of the marketplace! We can even make campaigns with moods that "flow" from one to another!!!) Simple doesn't mean easy, and graphic doesn't mean simple. Don't underestimate yourself or feel bound or bounded by style choices. But do try to find something consistent to sell. Stark, heavy outlines will have an almost "sticker" feel. They'll make you work to define depth, shape, and form, as we discussed in a PM. (Think about that forearm I illustrated.) But where you nail it, like that sweet harpie wing, you create a graphic, memorable, archetypal form that can be read from practically space. Yay for comic-homework! And thank you for the nice words and&nbsp;encouragement :) I hope it doesn't come of as if I dislike my style-choices or are going to change "who I am" when asking for feedback. From my point of view: every time I create something just for me (like recreational sketching or a silly warm-up doodle) what-ever I feel like there and then is a go. But if I plan to exhibit, sell or use my art in a bigger context, I want others to like it as well (if nothing else I want pay-off for the extra time spent making it available ;) ). If I can make something more people like without sacrificing what I like, or learn how to make what I like better, then it's a huge win. :) Hopefully my internal logic makes sense to others as well ^^ And being readable from space sounds awesome :D
1465217989
Vanderforge
Marketplace Creator
Great job Cecilia, and yes, I was just trying to illustrate my point, not suggest you change your style :) Ultimately the outline issue is more of a preference thing; there's nothing wrong with it, just a matter of opinion and taste. &nbsp;I personally think it's more important you concentrate on the other aspect of the feedback I gave you on the PM; watch those videos and practice between reading comics doing homework! :)