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 - Overkill
Pages: 1 2 3 [4] 5 6 ... 11

31
Pixel Art / Resonance
« on: May 22, 2009, 01:41:36 am »
Hello! It's been a while (about six months) since I updated. Recently, I decided to work on Resonance again.

I updated the hero sprite to have more crotch room, and less squished of a head. Fixed the scarf to have improved shading.
EDIT: Improved shading on the hair to be less flat and attempted nicer AA on the edges of the face.
EDIT 2: Improved shading on the jacket.
-> -> ->

I decided to start over my walk animation, since I really wasn't planning my old walk cycle at all, I was just randomly moving limbs. I started reading the Animator's Survival Kit. Man that was useful!

So I present you with this 8-frame animation (arms and legs feel short, but they're sort of shrunk on the original sprite):


Crits appreciated.

32
Pixel Art / Re: [WIP] Pesky Ground Tiles
« on: April 18, 2009, 01:17:44 am »
This is starting to come together quite nice!

You know, something about the perspective has been bothering me slightly though. The way the grass is drawn, it looks odd that character has his feet across the very top of the tiles, rather than "standing" on the green.

The rocks that are there also look out of perspective, because they are completely sideview, but the grass is kind of topdown. I'd suggest drawing a layer of top rocks to remedy this, or make the grass darker near the bottom segments so it's flatter and pops out less.

I hope that makes sense?

I also agree with .TakaM's critiques. More contrast will make sure that features of the character aren't misread as him as having a yellow hockey-stick/tentacle arm XD

To be honest, I thought he had a scary mutant arm too.

33
Pixel Art / Re: Pixelation avatar
« on: April 17, 2009, 04:45:43 am »
Here is a fast edit I made. The hair needed way more contrast, and needed more strands to make the thing less bland. The thing also needed some AA to make some angles around edges a bit smoother. This darkening to the hair fixed the problem with your eyebrows being darker than everything else.



Good luck!

34
Pixel Art / Re: Vic. He ain't a fan of the Moai.
« on: April 09, 2009, 06:36:02 am »
Ooh nice update. The lighting is definitely improved on this update.

I agree with you, it could use some of those red O rings.

As far as making a better I made a rough edit, but it looks more like the Moai's concerned than fearing for his life. In particular though, you need to do some clever shadow manipulation to give the illusion of eyebrows being raised :D


Perhaps add another laser that's a little closer range than the current one because the Vic Viper does repeatedly fire bullet streams normally.

I like the rocks, though they might need another buffer shade in there. I almost feel like you could use even more stars, but maybe do that after you're finished with the rest of the scene :D

35
Pixel Art / Re: Vic. He ain't a fan of the Moai.
« on: April 08, 2009, 04:56:46 pm »
Hehe, I like the Gradius reference.

But I think your piece needs a bit more work before you can call it finished. Here a few things I've noticed.

For one, the Moai needs volume. The weird light-edges-at-top thing needs a reworking. It looks like selective outlining gone wrong. If you're going to blend into a dark scenary, you need to anti-alias with darker buffer shades, not bright edges.

The shadow color is too washed out to really work, make the thing a richer purple or possibly go with a dark reddish-brown. Actually, the real problem is that bright orange. If you make it less saturated, the thing starts to look a  lot better.

If you look at most Moai heads you can't really see the eyes, because they're obscured by shadows http://upload.wikimedia.org/wikipedia/commons/a/a2/Moai_Rano_raraku.jpg

Next the background, is that grasss, or rocks surrounding your Moai? I recommend adding a lighter and darker shade to better define volumes. Also, space background details. Gradius always had a heavily starry sky with planets flowing by.

Next, you need to make the Moai stand out from the background, while not clashing with it. So make him pop out from the other foreground elements

I wouldn't have realized that was the Vic Viper at all if it weren't for the title of the thread, because the view is too obscured. It's a nice silhouette but it needs something to make it more readable as a ship. If you look at the actual Graduius game sprites, the ship is still readable from underneath, because it has some volume to it. Yours looks like a flat red spiky cloud right now.
I'd probably say switching to a diving down view of the Vic Viper if you want it to be noticed.

Oh, oh, and where's the ship's blue flame trail? :(

EDIT: Realized a mistake for this piece. A darker purple shadow makes things worse. :D

EDIT 2: Made an edit to the palette and the Moai head:


EDIT 3: Doh, I didn't realize the palette was limited for this contest. FIXED.



36
Pixel Art / Re: [WIP] Pesky Ground Tiles
« on: April 08, 2009, 03:08:59 am »
Heya Xerus!

I made an edit to your image.


I made changes to your palette so that there's more contrast and color saturation, and added a fourth shade to your rocks. Your colors were pretty good, they just needed a bit more nitpicking to make the foreground areas to stand out more as in front.

Also I redid the block pattern for fun. I'm not fully impressed with the patterns I made, but it's the best I could come up with on short notice. Point being, your blocks need a little more character :D

I hadn't really edited your dude at all, he looks pretty good for the most part.

<3 this. Keep up the good work!

37
Pixel Art / Various art stuff
« on: March 30, 2009, 03:04:31 am »
Ahoy, it's been a long time since I last posted, but I've been looking around and trying to learn better art on the side.

A rough sketch of a sunset and some grass. Needs to be refined at the pixel level, now that the rough forms are scribbled.


A toaster man, who was eventually going to fire toast and bagels and stuff. I'm on the fence as to whether or not I'll do anything with this. I just thought it was cute. I was considering the possibility of a smaller,feeble robot being hidden underneath this toaster shell.


Some girl you had to rescue in a cheesy game with magnets and yetis! I'm considering making this character again at a larger size, to use in a game project of mine where she wouldn't be some kind of placeholder character.


I'd like a bit of C+C if possible. I would also appreciate some advice. As a person with little free time, and a low attention span, which piece do you think would benefit my pixel art learning the most? The first one is a still, but would help me learn how to refine large-scale pictures. That, or I was reconsidering remaking that general scene from a bunch of 16x16 tileset artwork. The other two could teach animation and creating interesting characters. I'm on the fence here.

I understand that currently there isn't much here, but I am just curious.

38
Archived Activities / Re: Secret Santa 2008!
« on: December 25, 2008, 03:44:28 am »
Sabata! Thanks for the Molasses Meow kitty house remake. It's very cute.

Also wow, pretty much all of these gifts are amazing! I MUST ABSORB THIS ART KNOWLEDGE.

I had fun drawing bubble-pipe-blowin' flamethrower-totin' birdman and his little desert land. Although I felt rushed for time, because my computer ran into issues, and it wasn't until after I reformatted and got vista set up that I could continue drawing.

Anyway, this was a good time. I need to participate in more of these events!

39
Pixel Art / Re: [WIP] Yet another tile mockery, please tear it apart.
« on: December 06, 2008, 07:16:21 pm »
Hm, I see! Okay I guess it makes sense that a foreground objects should be brighter regardless... And shouldn't typically be darker than the sky. :/

And... yeah, no that isn't pillow shading. Eeek. I was afraid this might happen :(

Vierbit's edit seems to be on the right track anyways.

40
Pixel Art / Re: [WIP] Yet another tile mockery, please tear it apart.
« on: December 05, 2008, 11:43:07 pm »
Here's an edit, which addresses a few issues with your piece (or at least points them out)



To be honest, the floor tiles are less problematic than the other parts of this piece (hero, tree).

Pages: 1 2 3 [4] 5 6 ... 11