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Messages - silverhk11
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Pixel Art / Re: Concept Art for Square-style RPG
« on: September 27, 2017, 03:27:35 am »
Awesome thoughts, thanks again. Very grateful...now it appears I have some new terms to learn. :)

And yeah, I'm literally brand new at this with not a speck of art practice the majority of my life to date.  Trying to pick up a new craft for fun so I actually have something to contribute to game design beyond just the mechanics stuff I usually focus on, so every word you use is pretty much a google search. Which is great, really, it really helps to be pointed in the right direction!

There's no question a lot more detail is required to generally make the space more interesting too, I more or less just wanted to get an idea of if I'm on the right track. If I'm on an ok track, then it's just a matter of learning and getting better. Definitely need to look up some examples of how people do metal. I didn't really even want to use metal on the walls, just was kind of lost as to what else to do in the immediate sense and decided to experiment.

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Pixel Art / Re: Concept Art for Square-style RPG
« on: September 25, 2017, 06:02:13 pm »
Love the feedback overall! Thanks for the response. The CRT thing is interesting and explains some of why they did it that way, but I still feel a little iffy on that being a reason not to still imitate that style. Maybe I don't read these forums enough, but I've never heard anyone go back to Chrono Trigger on modern devices and say, "Dang, this game is ugly." In fact, quite the opposite! Usually people talk about how well the style has held up overall, and a lot of the sites I referenced to learn it still hold them up as ideal references. So I'm torn about how to proceed then, because this is a style I really enjoy and appreciate, in terms of whether to shift to a more modern approach to spriting.

"The only real issue is your color choices -- you need some sense of hue-shifting (i.e. shifting toward the color of the light source for highlights and shifting toward the color of shadows for the shadows). You'll want to also use some blues in the gray walls and purples in the red floors to show that there's some semblance of night outside." - This is still very confusing to me as a non-artist. Is there a good source to read on how to use color scaling in this way more effectively? There are some purples in the floors, for example, but obviously not enough.

"Finally, you'll want to establish a light source. Go look at one of the maps of Crono's room both before and after opening the window in his room. That should give you a hint of how to light an area with tiles." - did the tiniest bit of this with the crates, but I'll go back to the old masters again for some more inspiration. :)  This is pretty much of a first draft of everything, and lighting is on the list of things to study still, so thanks for pointing out a good source.

The 8x8 tiles is something I'm working toward, but in this case I'm going to be using 16x16 as a base for most of the things in this scene and then modifying them into different 16x16 tiles. Only one or two places on here where I did that, but I've definitely seen the value in switching to an 8x8 approach eventually. I'm not as fluid as I need to be when composing scenes yet (obviously as this is my first one ever), but I'll get there eventually.

Again, thanks for the notes! Still not 100% sure how to handle the washed out effect...hmmm. Will have to take a step back while I reconsider my global approach to it anyway I guess.

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Pixel Art / Re: Concept Art for Square-style RPG
« on: September 23, 2017, 03:24:50 am »
Thanks for the fix, I get it now! :)

To your point about the room, I guess I'm not totally sure what I want to communicate, just kind of trying to create the inside of a train car at night haha. So I made it dark. Light sourcing is definitely a challenge for me in terms of how it affects the color scheme, I tried to do some of that on the crates, but I essentially just made it a lighter brown, not sure exactly how to alter the colors. 

As far as the characters go, one thing I noticed as I studied Square sprites is that many of them get extremely confusing if you try to zoom in and look at the pixel detail, but when you zoom out they come together very clearly and cleanly, so I was was working to imitate that style. I'm not sure if that's a stylistic thing or if it's just considered bad technique nowadays (or frankly, if I'm just not nailing it). I've read a lot about the different ways to segment pixel art, and Square just does it very differently on their 16-bit characters.

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Pixel Art / Re: Concept Art for Square-style RPG
« on: September 22, 2017, 10:41:08 pm »
I think I fixed the pre-zooming and gridlines issues, but when I try your format, it just leaves a blank space in my post. What might I be doing wrong?

Have some questions about the other parts of your post later, gotta run atm. I'll try your formatting right below this.


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Pixel Art / Concept Art for Square-style RPG
« on: September 22, 2017, 09:22:47 pm »
Not gonna lie, I'm pretty new at this and terrified to post up because I see a lot of really awesome artists and critiquers up here, but at the same time, that's one of the reasons why I want to join the community, and maybe someday I'll be good enough to contribute back.

I'm working on putting together some concept art for a game in the style of 16-bit Square titles, specifically Secret of Mana. Here's the first composite I've put together so far. I'd love feedback on a few things, including the character models and scene composition. It's supposed to be the interior of a train car. Very minor point - I know the tiling got messed up on the floor so boards are not falling properly, but not bothering to fix it at the moment.

Thanks for all suggestions in advance!



Also, sorry for just a link, but I can't seem to figure out how to display it directly and I can't find that information in any of the help/instruction posts. :(


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