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Messages - heyy13
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51
Pixel Art / Re: Prejudice against orange
« on: February 22, 2011, 04:26:47 am »
Also logos will allways be converted into vectors eventually, since you need it to be smoothly scalable for differant uses (header, business card, poster, website design, merchendise etc). So having this perfectly raster rendered seems pointless?  ???


EDIT: I agree though the pallet is awsome.

52
Pixel Art Feature Chest / Re: After a year I relieved myself.. ';..;'
« on: February 21, 2011, 01:30:19 pm »
Of all of them i like these the best. The last few edits feel like steps back. I do think extending the canvas vertically could improve it but there's an elegance to the earlier versions that isn't present in the most recent.



53
Pixel Art / Re: AM2R Metroid Sprites
« on: February 18, 2011, 03:13:50 pm »
Quick question but why are you using a differant pallet for all the sprites if they're supposed to be progression of the same critter? Each one uses greens but they're all differant greens. Ditto to the purple and brown. Consolidating your colours may help.

EDIT: Also you don't need to post inflated versions since the forum has a zoom function.  :)

54
Pixel Art / Re: [WIP] Chaos Chimera
« on: February 04, 2011, 01:01:36 am »
The reason this one hurts is the high constrast and high detail. With colours so saturated and so much detail it's more difficult to look at for long periods. The other ones you've done in general don't have the same issue or atleast not to the same degree.

The closest example in comparison to detail and saturation is and in that one the black is instead a grey, so it's been softened and reduces contrast, alowing for less eyestrain.

Next closest is , and in it you've done the same thing you've put the relativly low contrast purple as the majority, which makes the pink easier to handle. Also most of the shapes are represented as large and relativly unbroken so you don't have to focus very much on them to read them which means you've less time to be blinded by colours. :P

By contrast your current project has large quantities of pink, orange and yellow on black. Which is causing alot of the issue. I'm happy for you to continue to use the same pallet as you've obviously had alot of experiance with it. But it is something that would be very dificult to work with mainly due to it's blinding nature. It will be a case of how you use the colours in order to soften those tendencies. It's the same issue the older default ms paint pallets cause (when i was first starting and was a little kid stuffing around, i used to use the windows 95 default pallet and often drew on black. Then being so proud made it the background of the computer only to have my sister later lecture me on the apropriatness of my image as a background due to the pallet since high contrast backgrounds cause eyestrain, specifically her eyestrain xD), and it can be difficult to realise it's an issue because your so used to working with it. :]

But like i said don't let that stop you if your are set on this pallet. It's just the first thing that popped to mind when i was trying to look at the pixeling.

55
Pixel Art / Re: [WIP] Chaos Chimera
« on: February 03, 2011, 05:23:52 pm »
The pallet kills my eyes, like pow dead. Playing that for any period of time would give me a miagrain. But the pixeling itself seems pretty good. Making the player character white was a good choice as it allows you to pick him out from the image. Can't wait to see more. :]

56
Pixel Art / Re: [WIP]C64 tiles: water and sand.
« on: January 31, 2011, 10:05:45 am »
Bottom left of the water examples is the best imo. It reads immediatly as water and as being in motion. The limitation is that with the bright points you can see where it tiles relativly clearly once you look at it for abit. My issue with the two right ones, (especially the bottom right) is that it took me afew moments to figure out if they were water or hills, however they do tile much better. Either way with the pallet excelent job.  :y:

Sorry i can't help much, but i thought i'd put in my two cents.

57
Pixel Art / Re: Monstrous Help
« on: January 21, 2011, 09:42:19 am »
Epicly lame was a mistake on my part. I'm just saying it needs improvement.

The differance between construstive criqitue and just putting something down is pretty clear.

Looking at his other thread with the crystal of the same size i'd say there's probably size restrictions. Are they for the same project? This has the same problem as your crystals, your shading everything flat. Give it some life and volume!

58
Pixel Art / Re: [WIP] Mountain Cristals
« on: January 19, 2011, 11:15:53 am »
I didn't know how to explain it so i did a quick edit. :]



Just focus on portraying the shapes of the stones.

59
Pixel Art / Re: Compulsory Tree Tile
« on: November 02, 2010, 10:26:41 am »
I think the rework is a huge huge improvement. Can't wait to see it cleaned up more.

60
Pixel Art / Re: Anaïs
« on: October 23, 2010, 11:33:07 am »
Other then the decidedly odd anatomy. (i know it's the style :P) I think the only glaring issue is the inconsistant outlining. I think you need to either give it a solid back outline or remove it/colour it completely. Because as it is it gives quite a choppy outline. :]

Oh and her mouth is far too close to the chin on the larger version. But still can't wait to see it progress. :]


EDIT: After reading your comments again had the urge to fiddle, hope it's useful i was just having fun whilst trying to keep with your style. :D


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