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Messages - eishiya
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311
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 02, 2018, 02:00:22 pm »
I think even more variety in the rocks would help, especially on the diagonal-wall tiles.
The actual shapes of them though, those look great! Way more rocky than the original ones.

312
You can mark a post as closed by putting something like [CLOSED] in the topic title by editing the first post. That way you don't have to bump the thread up and potentially confuse people with a not-actually-open thread at the top of the forum.

313
Pixel Art / Re: [CC] - 8-Frame Walk Cycle
« on: September 26, 2018, 03:19:30 pm »
The new vertical motion feels more natural for this sort of stride. Personally though, I think I would've made the stride a little larger instead - the character lifts their knees a lot and it seems like a rather brisk walk, so the small stride isn't the most intuitive match for it.
I'm afraid I don't see the bending of the feet.

The elbow doesn't bend enough still, and the swing feels too fast when moving backwards. I think the problem is that you're animating the arm as forceful intentional motion rather than as a pendulum swing that slows down as it reaches the extremes and is at its fastest in the middle.
(Also, I think the arm might be a little too short?)

The legs move forward very quickly, perhaps slowing that down might help? Rather than move the existing frames though, consider adding some extra frames, to slow the walk down overall. That should help with the small strides not matching the fast movement speed. The backwards motion looks great already.

314
Pixel Art / Re: [CC] - 8-Frame Walk Cycle
« on: September 25, 2018, 05:25:22 pm »
The walk feels rather stiff, I think it's because the stride is very small but the vertical motion is very large, and the mismatch looks unnatural.
Other contributing issues:
The feet to remain at a 90 degree angle with the legs at all times, instead of moving as they normally would.
The arms swing very little compared to the motion of the body, and a relaxed stroll tends to have more arm movement. In addition, the arms barely bend, but relaxed arms bend very readily. The forearm has its own pendulum movement from the elbow, in addition to the whole arm's pendulum swing, and it will tend to lag slightly.

315
I'd say it's more that it's hard to tell what you actually want, OP. What is that tile meant to be? The title is "streetgrass" but is the tile a kerb, or a whole street, and where's the grass, where's the street? It might look good in context, but as just a tile, it doesn't read at all. What is the drawing meant to be? Even though it's "concept art", it's not doing a good job of conveying the concept, at least to people who don't already know what you're going for.
And what do you mean by "altering" the tile? Why not create new tiles according to what you need? Moreover, one tile does not make for an environment. Perhaps you should make (and show us) a bunch of outdoors tiles first, so you (and potential feedback-givers) have a sense of what your environments are like?

316
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: September 25, 2018, 12:22:32 pm »
The walls facing away: perhaps keep them solid/simply coloured, but give them a rocky silhouette instead of leaving them straight?

The rocks still feel like biological tissue, as Vinik said earlier. I think the reason for this is they're all the same size, and look rounded due to the way they're shaded. Try replacing some of the chunks of smaller "cells" with larger rocks, and try playing with juxtaposing solid areas of dark and light colours instead of always smoothly blending between them, to create the look of corners and planes.

317
Pixel Art / Re: Flourish Animation
« on: September 24, 2018, 01:58:59 pm »
He doesn't look muscular at all, just due to the shape of the body - the arms are very thin and uniform in width, and the torso is very thin and flat, there's no sense that there's any muscle there. Consider drawing the body naked first, then put the clothes over it. The clothes will smooth over the details, but they won't reduce the size of the body.

318
Pixel Art / Re: Girl idle animation (Zelda-like view, looking for advices)
« on: September 22, 2018, 02:22:13 pm »
I think the shoulders are the key thing here. Eriophora's edit is very effective, imho. The wasp waists above were making her look non-humanid to me.

319
Pixel Art / Re: Coloring question
« on: September 20, 2018, 11:26:40 pm »
I think that depends on the environment art. Out of context, it's hard to tell! I could see both of these being good.
One concern I have is that the shadows look rather grey. That's fine if your environments are largely grey/low-saturation, but if they're colourful, then having an ambient hue worked into the shading might look more lively and help unify the palettes more.

Pure black has its place in games, certainly. Many artists prefer to use a slightly lighter colour simply because such a colour can have some hue and saturation to it, which can contribute to the general atmosphere and colour scheme of a game, and because the less intense contrast can be easier on the eyes. If a saturation-less colour works well with your colour scheme and the contrast isn't an issue, then there's no harm in using black.

(Another reason to avoid pure black is technical - some systems treat pure black as transparent, or display transparency as pure black. To make sure the colour is visible and isn't ambiguous with transparency in any context, artists use a lighter colour for 'black", even if it's just a dark grey (e.g. 8,8,8).)

320
Unpaid Work / Re: Dev Seeking Talented Members
« on: September 20, 2018, 05:26:32 pm »
Unpaid/revshare offers go in the Unpaid forum. I've reported your post, so a mod should come along to move it soon :D

It might help you to clarify that you're looking for artists and people to fill basically any roles in development. Your current text makes it sound like you're looking for consultants rather than people to do the legwork with you.

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