Pixelation
Critique => Pixel Art => Topic started by: Azkanan on March 08, 2012, 02:03:49 pm
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Howdy one and all, I'm going to be a cheek and double this thread up as an intro of myself too.
I've been dabbling with pixel art for about a year / year and a half so far, and I've learned some neat tricks. However, i've also picked up some nasty cowboy habits and all-in-all, have misguided myself to a point where my growth in ability has stagnated and now i'm stuck with making nasty, nasty pieces.
I'm currently working on a game, collaborating with a decent programmer, called The Ancients (http://www.the-ancients.net). For such, I want it to look as beautiful as the game itself is in ideals.
After talking with a friend, he pointed me to a thread on this forum which had many-a tutorials, and all-in-all, I've found pretty much most of the community that I've seen here, past and present, to have made some beautiful pieces.
And so, here I am, attempting to leech & learn from one and all.
Now, as for the actual work-piece I'm currently working toward.
My palette theory is completely horrible, per forewarning.
Also, the inside of the doorway is placeholder (Gradients bad!) till I had a inner floor texture.
(http://puu.sh/jVCs)
(http://puu.sh/jVCz)
The idea is to make housing of varying construction material for the player to be able to make;
Hut A; Branches & Boughs.
Hut B; Branches, Boughs & Mud.
Hut C; Branches, Boughs, Mud, Timber & Stone.
The fourth will be an actual building. I want to make a flat-topped building of stone; preferably one of poured concrete. I want to make an additional house from there of timber.
CC on the current huts? I can see the errors (Palette/Texture), but tips on improvement would be appreciated.
I'll follow up with my Flat-top Building soon.
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Hiya, and welcome to the forum.
The huts look noisy, you're using a lot of tiny little details. Try to avoid planting single pixels. You could make longer and larger leaves and spend a bit rendering a bit of detail in that. Your tiles look like 28x28 pixels, plenty of room to play in. Also maybe a wooden beam sticking out to hold the huts together at the top? They look like a strong breeze could destroy them.
In your color ramps try slight hue shifts to make things a bit more interesting to look at.
Keep working at it, if things are stagnant then stir things up! :y:
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Hiya, and welcome to the forum.
The huts look noisy, you're using a lot of tiny little details. Try to avoid planting single pixels. You could make longer and larger leaves and spend a bit rendering a bit of detail in that. Your tiles look like 28x28 pixels, plenty of room to play in. Also maybe a wooden beam sticking out to hold the huts together at the top? They look like a strong breeze could destroy them.
In your color ramps try slight hue shifts to make things a bit more interesting to look at.
Keep working at it, if things are stagnant then stir things up! :y:
Thanks. =]
The huts are very noisy and I did want to try some of the techniques I've seen on the forum to make it less so; that tends to be my problem, I overthink detail.
The tiles are 32*32. Wooden beam out of the center is genius, will put that in when I return to them. Hue shifts I have yet to mess with, I've dabbled a couple of times, but never caught the drift of it.
Update on my house;
(http://puu.sh/jVWw) (http://puu.sh/jVWC)
My current constraint on my housing is that it needs to fit with the player-construction system.
The player will be able to "design" the layout of their building by placing ghost-image blueprints from selecting room templates (3x3, 3x4, 4x4, 4x5, etc).
When two rooms are placed next to each other, the corners I have, shown above, will smooth over - likewise for roof lips.
Edit;
The house as it currently stands.
(http://puu.sh/jWjY)
The background tiles are just scenic; I need to redraw the ground tiles and add shadows from the building.