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Topics - MysteryMeat
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11
Pixel Art / Bubbly cadaver woman! [C+C]
« on: October 19, 2016, 07:32:29 am »
I'm working on a character for an ongoing project of mine (ongoing meaning "Developing so slow my computer's starting to grow moss") and I'm designing one of the recurring characters.
The running theme of the game is horrible monsters in mundane situations, and I'm having to do a surprising amount of fiddling with outfit designs to get the proper feel out there. She's supposed to be kind of a bubbly type, sort of that stoner chick a lot of people know.

Does anyone have some advice for how to dress her up a bit better? I could also use advice for creating turnarounds, I find it pretty hard to keep things consistent with them and I've no idea why!


No clothes


"Beta" clothes


12
Pixel Art / [CC] An excercise in sea monster redesigns
« on: September 22, 2016, 09:00:07 am »
So today I decided to give a crack at redesigns, with the goal of making whatever I chose more horrific!
 this was the result:




This piece was based off this creature here, which according to what I was told isn't in fact supposed to be blue but instead the colors I put:


I'm looking for both mechanical and idea criticisms, I was hoping to keep the general idea of it (squishy chubby baby sea monster) but introduce just enough horrible to it to foster a sense of "yeah no I don't want to be around this thing" for lack of a better description.

EDIT: uploaded the wrong version! whoops!

13
Pixel Art / Animated Pogo Man
« on: August 29, 2016, 09:31:23 am »
So, i'm working on a rather large commission (for me, at least) and it involves this man pogoing past a group of people.

I'm not quite sure how to make this look better, however. I've spent a lot of time on it and I can't quite get the whole of it to look right.
Any suggestions?

14
Pixel Art / C+C (please help) Plaid Pogo man
« on: July 17, 2016, 08:57:36 pm »
So, I've recently gotten a commission to draw someone's anon character hopping about on a pogo stick. Final product's going to be animated, but I've run into a pretty major roadblock. The character's supposed to be wearing a blue plaid suit, much like this one here: https://s-media-cache-ak0.pinimg.com/originals/71/f5/9e/71f59e12c59509dfd7f9c1f299fa56f9.jpg

Unfortunately, as you can see below, I can't quite figure out how to fit that kind of detail into the pixels, and I can't go any larger than this due to pricing reasons. Any advice?



There's also probably some anatomical issues going on too, it's been a while since I've done any original art and it's been a bit of a hassle getting those gears warmed up and rolling again.

15
Hello all! I recently finished off a commission of Zarya, the musclebound weightlifter-cum-hero from Overwatch.
While I'm pretty happy with how it turned out, I figured it might be a good idea to toss it at you guys to see if there's anything I could work on to make it better!

16
Pixel Art / [c+c] Goop Gal Running Animation
« on: June 02, 2016, 10:20:54 pm »
AIGHT, so I'm doing a running animation for a commission, and I need some feedback on it to make it look better.
I think I have most of the stuff I gotta do down now (save the arm swinging), but I feel like it's still missing something before I start that all up, hence why I'm coming to you guys. Any thoughts?

17
Pixel Art / [C+C] Arid Plateu
« on: May 10, 2016, 11:31:36 pm »
Working on a quick piece to practice my colors and some shading stuff, anyone got some feedback for me? supposed to be kind of a late-afternoon scene.


18
Pixel Art / [critique me bum] Umbrella man with floaty eyes
« on: April 16, 2016, 04:38:46 am »
So, I was doing fanart for a thing on tgchan and wound up with THIS:


I was going for a sort of gentle bobbing motion on the eyes but it still feels a bit too fast, does anyone have any advice on how to fix that?

19
I'm sure you've seen the arguments. People will be playing risk of rain, having a jolly old time. They post about it on some imageboard or forum, and immediately you get people yammering about "1 pixel limbs" this or "unfaithful color schemes" that.

I'm curious why it all matters.

There's certainly arguments to be made for authenticity (which I'll address later), but should that be holding the entire medium up to these strange guidelines on what is or isn't pixelart? As long as it looks good, what does it matter?

For example, let's take the recently-release Hyper Light Drifter:



Visually, HLD is great. The colors work well and the art style is appealing, at least in my opinion, which granted is a your mileage may vary situation.
Still, I've already run across people calling it out as "pseudo-retro 1-pixel limb indie garbage" to pull a quote, and this is a sentiment I've seen leveled at many games before.

The most common reasons I've seen leveled at these kinds of pixel art styles is that it's not "authentic" or that it's just fake-retro garbage, usually citing the 1-pixel limbs or use of gradients. While I have no idea about the latter, the former's been a thing since the earliest days of the medium onwards, though it fell largely out of fashion as the graphical arms races began to build speed.

Still, it strikes me as kind of a weird thing to nitpick about so long as the art looks GOOD.
Even Fez, for all it's flaws in and out of the game itself, looks good and is recognizably "pixel art" in style, despite how often it cheats.

Why is it such an issue?

20
Pixel Art / Joy Mutany Waluigi (C+C)
« on: March 25, 2016, 05:03:48 am »
So I took part in a Lisa-themed art stream collab thing with a friend of mine, and the first thing I drew was a goofed-up waluigi styled after the "Joy Mutants" of the game.

I feel like it's pretty alright as far as I can see, but I'm always looking to improve my art.
I'd put it in Animation, but this feels like a more active board and I'm looking more for critique on the structure right now.
If you do have criticism for that though, don't shy away from putting it down!
Go nuts!

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