Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Petrichor
Pages: [1]

1
Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: April 06, 2017, 04:34:12 pm »
First, I just want to say that this is great.  Beautiful animation, shapes, colours, everything!

New:

Old for comparison:


The new one is more appealing in my opinion.  The only issue I see is that the player is hard to distinguish from the background bricks.

2
Pixel Art / Re: [WIP][CC] Adventurer
« on: April 06, 2017, 04:20:48 pm »
There's not a lot of contrast between the medium shade and the dark shade on the robes.  It almost looks like one flat colour unless you zoom in or look closely.  As well the outline colour of the left (right?) shoulder (the one with the shield) is a little awkward.

3
Pixel Art / Re: [WIP][CC] Beaver Knight
« on: March 07, 2017, 07:01:37 pm »
What I meant was that the visor itself is very close to the head.  What you have right now is a headband when you want a baseball cap, if you know what I mean?

I've quickly whipped up an example where I moved the visor 1 pixel up and to the right to give you a better idea of what I'm talking about:

4
Pixel Art / Re: Fantasy Miniatures
« on: March 07, 2017, 06:50:33 pm »
In terms of pose, the dwarf and rogue are a step in the right direction.  With static characters you have the advantage of using very dynamic, actiony poses.  If you look at real life fantasy miniatures you'll see that not many have a "boring" pose - as in hands at the side, standing straight up, ect.  Final Fantasy games are a good example as well.  Most enemies have a lot of "action" in their pose.  A wolf may be ready to pounce, a warrior may be ready to strike with their weapon, a person with a shield may look like they are actively defending (as in they are bracing against an attack which is not seen since they are representing a single entity).

5
Pixel Art / Re: [C+C] Dungeon Crawler Tiles
« on: March 04, 2017, 01:42:25 am »
Right, I hadn't noticed the width of the side bricks! Thanks for pointing that out.  I've played around with the larger bricks again and added some weathering details.  In practice the shifting would be (somewhat) random rather than a regular repeating pattern.


6
Pixel Art / Re: [C+C] Dungeon Crawler Tiles
« on: March 02, 2017, 09:58:16 pm »
Thanks for the replies!

Quote
The old one I mean, that wasn't clear. The new one looks kind of bland comparatively.
I agree, I really like the old one too...  Unfortunately it is a bit too small!

Quote
I guess if you are going to get more picky about that dither instead of finishing the game, well.. you won't finish it.
Ha, right?  Being a perfectionist is painful sometimes!  That being said, I find that half the fun is playing with art :)

Quote
I like how the old ones had a more lively silhouette for the tops of them. The new wall's simple smooth bricks look comparatively boring.
Definitely agree.  I wasn't 100% sure how I wanted to do the ceiling, and the old style didn't quite fit with the new one.  I haven't done any variant tiles yet, but I have removed the dithering and simply mimicked the ceiling pattern of the original.


7
Pixel Art / Re: Help! Female character
« on: March 02, 2017, 01:55:20 am »
Agreed - these look good!

One thing I'd like to point out is the (what I believe to be) ear:

There is not much contrast here.  Typically, ears point outwards, away from the head.  As a result a portion of the ear is hit by light.  Here is a visual example from a quick search:

Notice that despite being in the shadow the ear still is partially in the light.  By doing the same thing here you could improve the contrast and help define the ear!

8
Pixel Art / Re: Desert Rock Plateau critique
« on: March 02, 2017, 01:30:48 am »
I think the railings could do with more contrast between it and the floor.  The shading on the stones is pretty similar to the colour of the rails.  You may be right about the amount of detail!  Compared to the rest of the piece the floor seems out of place.  As well, depending on it's use in a scene, the "busyness" of the floor could fight for the viewer's attention.  Hope that helps!

9
Pixel Art / [C+C] Dungeon Crawler Tiles
« on: March 01, 2017, 10:27:06 pm »
I've been working on this today and I've gone through many iterations before feeling somewhat satisfied.

I am unsure of my shading on the bricks, specifically the dithering towards the bottom.  The top bricks were solidly shaded to show the difference between the two.  I'd also like some feedback on my choice of colours.



Just for fun here is the first iteration, made weeks ago, that was scrapped because it was too small.


10
Pixel Art / Re: [WIP][CC] Beaver Knight
« on: March 01, 2017, 09:54:48 pm »
I think the visor could be projecting out and away from the head some more.  At the moment it looks like quite a tight fit - almost as if it has been wrapped around the head.  Note the shading beneath the visor in pistachio's rendition and how it creates a gap between the visor and the head.

Also I really like the palette!

Pages: [1]