@ Seiseki: That looks cool but I think it adds too much single-pixel noise detail which competes for attention.
Some smoother kind of details perhaps?
@Ridley126: I would have liked to keep going I was having fund but my gf was breaking my balls to go to bed
Didn't have time to say I like your scene though for the most part solid linework and design, definitely worth pushing it further imo
Curious what software/s ur on just to get an idea of the tools at ur disposal?
Some things I was trying to point out in the edit:
- Be careful to make your sprites pop more than your background (hence I darkened and desaturated background as a quick solution).
- Avoid "banding". You had it pretty hard on her thigh for example (dark grey and dark orange line is a staircase).
- Use your light source to make stronger light and shadow. The alien is pillow shaded which never looks good and flattens him out.
- Avoid single pixel noise to create texture like on the alien, this further flattens the sprite. Instead use variations in light and shade to suggest texture
- Similarly, try to paint over your linework and suggest the textures, then zoom out and look at the overall FORM of the object and how those lines help or don't help describe the form. Samus' linework you have now completely flattens her form so the whole sprite is just BEGGING for more defined rendering.
That door is bugging me too, she'd have to jump to get through because its too small!
Cool design on it but at this higher res and now its 2015 so I think you should experiment with different light-source and rendering options on the door to make it look more awesome.
Another example is those cool tank things you could add a secondary coloured light source (green?) behind to make more interesting rendering.
You could then create more depth in the rear row of tanks by reducing their reaction to the front light source and just make them more respondent to that secondary coloured light.
AAaanyway better get back to coding