Quote: MicroHue wrote:Mm, the eye glow being rendered the way it is - that's intentional - my original glow layer for the eyes had significantly more
Jelidan's basic eye-glow- Check although in game its streaming out of her eyes a little more (...) Semi-Transparent.... well no but then you still give
the impression that she's amazingly fast which is why she's partly transparent (too fast for the light to keep up with.)
bleed, but I clipped it back because it was interfering with the hair and sword blade. Didn't look so good. However, the fact the character's meant to
be vaguely translucent is something I completely forgot...
I still could do that. Making the character see-through is just a matter of playing with opacity sliders. I can do that in about five minutes. The inks,
colours, and background are all several separate layers, so it's easy to keep the background solid and just drop everything else.
Trouble is, even if I did that it wouldn't work with the current background. It's pointless to have a transparent character if there's nothing on
the other side; all I have here is a gradient and some motion-lines. I might draw something else to go behind the figure, or adapt a screenshot or somesuch.
I'll think of something. Chances are I'll finish the Glass Lass and Silicon Sabre images I have in progress before I do anything else, but I might
revisit this.
OpMegs: Yeah, y'know, I honestly didn't realise that. You're right, the different technique is only visible up close - no obvious
difference at the smaller web-image size. I spend my time bouncing between the different zoom levels in Photoshop, so I'm more conscious of how it looks
close in. But most people wouldn't be staring that hard. Yeah. That's good to know. I can use this more.
-- Acyl