It looks overally quite good. The hull shading is a tricky issue, and in most similar cases, we just have to aknowlidge that not everything can be presented on our style. One has to wage in the merit of such shading attempts against what it actually tries to present versus the what it looks like in pixels. This time it looks like the the upper part of the hull bends inward in front of the Moskit set, which it actually does not do, instead the hull underneath does so and the hull side is actually quite straight in that part. Loosin the shading alltogether won't worsen the drawing at all, so in stylistic wise droping it would be my suggestion.
Ah well. I give up for now trying to find a way to show the hull shape to my satisfaction. Next version will have an unshaded forward hull, tell me how it looks.
- try to achieve as much symmetry in the way of presenting shapes in the Shipbucket style. Always remember the three-pixel rule. For instance, if you add ladders or railings in the main mast, the surfaces adjoined should atleast be three pixels thick. Naturally this follows the rule that always try to avoid overlapsing black pixels. Always. Its the single most paramount aspect that segerates good Shipbucket art from not so good ones.
Not sure I follow you completely on this point. From what I understand, I have:
- thickened all mainmast platforms to 3 px instead of 1
- changed the ladders/rails on the forward mainmast and stack to rungs-only ladders
- changed the cable runs on the back of the mainmast to a solid cable trace with black outline
- cleaned up those double black lines I could without compromising the design too much
-The dark grey pixel in the funnel cap is "too" dark, it makes it look solid black three-pixel block, and that doesen't look good.
Removed in favor of a single line. I liked the thickness of the three-pixel version, but it doesn't really make sense to scale. Too bad.
- All the orekh's should be positioned facing either bow or stern
Sure, why not? Is there a rule against rotating equipment facing outwards? The Orekhs tend to point all over the place depending on the situation anyways.
- If you have objects on close to the pixel break in the main deck, try as best position them so, that their shape doesen't get interupted by the deck stepping up by 1 pixel or more. We are not making accurate building plans, so every artist is really tested in the ability exagerate and alter the details in order to make better looking picture without revealing such moves.
Fixed, I have moved around either the broken unitary shapes or the line breaks.
Other than that, some missing equipment added, remaining pixels from the source drawing removed
.
If this looks more satisfactory, I will finish the railings and markings and move on to the specific variants next.