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Messages - CFKaligula
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81
Pixel Art / Re: [C+C] Characters
« on: March 09, 2017, 05:23:46 pm »
Try making your clusters more blocky and not have as much stray pixels.
Here is an example of "better" clusters in the legs. You can see the pixels are more grouped together, which makes it overall more readable and nice to look at.

82
Pixel Art / Re: [C&C] Piggy Bank
« on: March 08, 2017, 02:06:26 pm »
With pencil you can learn a lot faster. You can make 10 drawings in the time of 1 pixel sprite. Stuff like Foreshortening and Perspective are elementary.

83
Pixel Art / Re: Walk/Run Cycle Critique
« on: March 07, 2017, 02:13:00 pm »
As MysteryMeat said, when walking or running your legs swing like a pendulum back and forth. Also try to make his body move with his legs, so not only his arms move, but his shoulders and head as well. This makes him look really 3D.

I made a little edit to show this the pendulum motion.




84
Pixel Art / Re: [C&C] Piggy Bank
« on: March 04, 2017, 04:40:58 pm »
my edit:
It seems you have a hard time making highlights, here i made an example of how you could make them look. You should also look at sprites you like and how they apply highlights. I also added a little depth by giving him a 2nd eye, 2 more feet and making his nose more from the front. A side view like you made it usually very plain and doesn't show any depth.

85
Pixel Art / Re: [CC] Luffy Arm Attack
« on: February 27, 2017, 06:14:27 pm »
Wow, the shifting is weight is really cool, this is definitely something i'll keep in mind. I also  see that the motion blur solves the issue I had with the arms a lot.

86
Pixel Art / [CC] Luffy Arm Attack
« on: February 27, 2017, 04:03:56 pm »

I can't seem to find a satisfying way of swinging his arm back to his body, its hard to find references since in the anime they rarely use these kinds of full body shots without some cuts. Thanks for any help in advance!

87
edit:


An important part of picking colours you forgot is Hue-shifting, this makes especially the cloth look very bland. For clusters, try to make them as blocky as possible. You can see I tried adding a nose to his face as well, just to give him a bit more detail.

88
Pixel Art / Re: [WIP] Jungle tileset
« on: February 27, 2017, 03:51:32 pm »
Keep in mind that the reason Sega Genesis games had the weird dither pattern was because the TV would make this into different colours, unless you plan to add a shader for that its just in the way and makes the sprite look bad, especially the tree bark(?).

89
Pixel Art / Re: Attack animation facing up
« on: February 23, 2017, 05:15:14 pm »
Edit:


I only changed the the movement of the axe, so please don't pay attention to his body. So you can clearly see I added smears, they may be too much but they clearly convey the movement. In your animation I thought that the swing upwards was the slash, only after studying it a bit I find out he was slamming it down actually. This is where your amount of  frames is imporant. Since the axe is heavy you need lots of frames where he brings the axe up and a pause  and overshoot when the axe is at its highest point. Then comes the swing and this is the place where you would actually use a smear and I suggest you use one. Also you want to have the impact frames be long to really slow how heavy the axe is again.

90
Pixel Art / Re: 16bit Monsters
« on: February 18, 2017, 10:31:12 am »
I think your minotaur sprite is really good. There is 1 important mistake tho. His axe is made of metal, Metal is very shiny, which means your shades have to be very different, otherwise it just looks like an axe made out of rock. Apart from that I also made some slight changes to the clusters in the axe, I also replaced the colours of the stick attached to the axe, with the colours from his horns, to make it a more cohesive palette.

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