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Messages - daramon
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61
Pixel Art / A tiny study of an Instagram photo
« on: June 16, 2019, 05:24:55 pm »


I'm still very new to pixel art, so this is just for fun and practice. It seems to do the trick, but what am I doing wrong and what could I do better?

62
Pixel Art / Re: Dragon!
« on: June 07, 2019, 01:11:41 pm »
I really like this! Cute but also menacing. The use of dithering texture implies scales and I love the smoke and eyes.

I'm a bit confused by the light source. The left claw looks like it's lit from above left, the right claw from above right and the nose from straight ahead. This could be because the right hand section is an almost exact mirror flip of the left.

This is fine if you don't care about the light source. That's up to you.

I'm *certainly* no expert, but a little bit of asymmetry can sometimes serve to make things look a bit more realistic. Picking one light source (above left for example)  would mean shifting the shadow under the chin and moving the highlights a little on the right claw. Maybe a touch of work around the nose, ears etc. Or choose directly above and only the claws really need to change.

But that's just an idea. In all honesty it looks awesome.

63
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 06, 2019, 04:25:59 pm »
OK, here's a first attempt at breathing. I like the look of how the legs bend, but it's a bit OTT.



Breathing attempt 2:



Better, but I'm still not sure. Any ideas for improvement would be really welcome.



AI controlled space-suit scanning left-right. I'm not sure the glint on the faceplate is doing the right thing.

64
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 05, 2019, 08:21:42 am »
Thanks, this is all great advice! Especially the palette swaps. I want most areas to have a similar dominant color, but there will be one or two that I really want to look different for story reasons.

I was playing a game recently that got the main character lighting wrong in some areas. The "80s Superman" feel of being cut and pasted in to the environment pulled me out of the immersive experience of the game briefly, so this stuff is important. :)

65
Pixel Art / Re: Wallpaper Sized Pixelart
« on: June 04, 2019, 09:03:40 am »
This is suitably epic!

I like the style in general, but something bothers me about those streetlights. I feel like the bands of light should be curved rather than straight, in order that the light is following the laws of physics. Light radiates spherically, at least in theory.

But what happens in reality? Here's a photo of some streetlights at night:



There's quite a bit going on in those cones of light.

 - For a start, they are at right angles to the angle of the lampshade. In your image they always go straight down.

 - The edges of the cones are diffuse rather than sharp.

 - Sometimes you'll see lens flare on the light itself.

 - The light cones have an internal structure, probably caused by a combination of subtle lens flare effects and the path of light around the edges of the lampshades. As if they're extending fingers of light.

Admittedly this could be difficult to replicate exactly using the geometric lines, limited palette and lack of anti-aliasing your style demands, but I do notice that you're using glow effects around some objects (including the lamps) so there may be some wiggle room. I'd quite like to see those front two cones follow the angle of the lamps though.

If you're using Photoshop there's a gradient tool that would make short work of your gradients. You can set it to linear, radial etc. and define it in such a way as to create gradients of both color and transparency. You can also (if you're careful) create hard divisions between colors so you can achieve the effect you have here. Or you could posterize it afterwards I guess.

If you're not in Photoshop you could construct a gradient layer, where you create a large area of gradient once, then whenever you need it just copy/paste a chunk from it to another layer to carve it into the exact shape you want.

For the record I like the trees! Maybe the ones on the left could have slightly more pointy leaves to match the ones on the right?

66
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 03:46:26 pm »
Also, a dusty Mars style surface was kinda what I was going for. :)

67
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 03:42:19 pm »
> What's the environment for this character? That should determine how you colour them.

There will be inside and outside environments. (Futuristic exoplanet moon base, surface, caves). I may need to create different sprites for the different locations, by the sounds of it.

> In space, there's very little scattering of the light, so shadows tend to be very stark, even on rounded objects.

Great point, I'll have a play with some harder shadows. The surface will have to have some kind of atmosphere though, as there will be life, so even if it's not nitrogen/oxygen there would probably be some kind of scattering I guess.

> For the AI idle, you could have the helmet look left to right and back (or up and down) very smoothly, as the AI scans its environment. Having different idles for AI vs human would be pretty neat, and help remind the player what's going on even if the gameplay doesn't change much.

Excellent idea! Thanks.

I'll get to work on those, and a decent idle pose.

Thanks for your time!

68
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 02:10:50 pm »
That's disappointing, Dropbox used to be great for that and the preview seemed to be working fine for me.  I even made sure I wasn't logged in.

OK, I've updated using Imgur. Are they visible now? :)

69
Pixel Art / Re: Grass tileset help
« on: June 03, 2019, 12:41:12 pm »
As an aside I found that giving the shadows an angle, but making that angle different to the angle of the grass, helped "lift" the leaves from the surface.

70
Pixel Art / Re: Grass tileset help
« on: June 03, 2019, 12:38:03 pm »
Here's a first go (5 min job) at some shadows. Assuming the light source is top left:



I've put longer shadows to the right of the leaves to help give the light source a position. I also added a highlight green which I placed on the top left of leaves.

I would be tempted to avoid big expanses of the same color, it looks plain. I experimented with some two-pixel blades of grass that can be placed around the place to add texture.

I still think the palette needs more more dynamic range, it still looks a bit washed out and hard to see.

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