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Messages - Turbo
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361
Pixel Art / Re: Realistic Skintones
« on: March 27, 2006, 01:11:54 am »
Thanks people, that helps a lot. Both Radioactive and Neverest's edit's are closer to what i wanted, i'll be studying them. And i agree with the "too yellow" now, Pawige, kinda jumps out after looking at the edits. Both Radioactive and neverest added colors new, that does seem to improve plus the palette changes.

362
I'd be for customizable content, rotating banners, etc. If it's a temp forum, the mods should go ahead and change the situation. If the mods are too busy, then give the community what it wants, since it's the community that contributes to the forum. Stuff created for this forum could later be worked into a later definitive forum. Stalling doesn't make people happy.

363
Pixel Art / Re: Realistic Skintones
« on: March 26, 2006, 05:31:21 pm »
Pawige: i'm familiar with Ron Lemen's lesson about skin tones, and with the basic "physics" going on and under the skin. You can see i've given the part that receives the most light a yellowed tone (a tone caucasian skin has, because of underlaying fat) and lower saturation caused by the direct light, and the midtones and dark shades are tinted towards red from light scattering under the surface and shining on blood and muscles under the skin layer.
Having said this, i don't think your edits are "realistic" at all, they head more towards a cartoon look. The first edit comes close, the lighter color conveys a good tanned feel, but not even red skinned people look like this (only if the lightsource was a setting sun). On the blue tintings on the darkest part, i assume these are secondary lightsources, they do bump up the other colors but in my original i was going for just one lightsource (i'll do more once i fell i have this thing under control). The second and third edits just feel totally off.
It's interesting that after looking at your edits, the lighter color i've used looks like a green, didn't look like that before.
Thanks for the critics.

Why wouldn't you "resort" to dithering?

I don't want to be limited to a single technique, i want options.

364
Pixel Art / Realistic Skintones
« on: March 25, 2006, 03:37:25 pm »


I'm trying to reach a realistic set of skin tones for pictures of larger dimensions, without resorting to dithering. Any suggestions? Does this need more inbetween colors? H/S/L changes? I've used 4 colors for the skin here.

365
Had a crack at Turbo's Lineart.


I'm diggin' da lumps :). Really nice texture (must be a bit of a pain to texture that lumpy pattern individually). The colors are nice too, i get some "magic/fantasy" vibes from this blueish green. I love how the belly skin's texture looks altogether different from the rest of the body, the shininess of the surface. That twist on the lower half looks kind of odd... perhaps making the curve of the brighter skin part more pronounced would make it better? Also, adding some shadows cast from the arms of head on the torso would give it more depth. Those spots on the tail shading are nice too, but suggest a smoother texture, different than the one at the top (just a nitpick really).


I worked on this a bit more:
...
I'm still not sure how the light would fall on the bottom tail. I think when I figure that out it'll look better.

The scales' highlights add more depth, looking better, and the shading has improved. As Faktablad suggested, you could now start suggesting more volume, by making larger highlights where light strikes the surface with greater intensity, and smaller and smaller as it fades (fading near the edges of the body). Look at an orange, or think of a cilinder. The upper and middle torso would benefit this most, for they are the bulkier parts of the lizzard thing. I like your colors, but you could afterwards play with their saturations a bit and make a few hue shifts (make the highlights less saturated, shift the dark tones towards purple, or blue, etc), just for the fun of it :)

On the tail, you could just add some shading on the bottom and no highlights, or you could add a secondary light source, shining from below.

366
Looking great snake, i like how the colors integrate on the game and create an "old" look for the character, like if it was on sun burnt paper (this applies to both sprites, less for the second but still there). I figure this would have a been a strong contender in the competition.
btw, no need to double post, just edit your original post using that "modify" button up there on the right.

367
Pixel Art / Re: Ken portrait WIP
« on: March 24, 2006, 04:17:52 pm »
Did a little edit. In the meanwhile, you got lots of useful replies, heh...



This work is looking good, i like the shading and the face and hair. It's moving in a great direction, should look great in the end. I specially like how it has a few anime subtones while freeing itself from the "anime look" template, personally i'm tired of that worn look (SF concept art was always somewhat far from that, and i loved it).
The main thing i did was fix the shoulder length. I added some lines for muscle form and definition, but they're just my interpretation, hope they're not so messy that you can't make it out.


Oh yeah, and basically what baccaman said is the basic thing you'll have to do anytime to get consistent looking anatomy, not wonky one. And going back and redoing wrong stuff from the start is what separates a mature artist from one who has yet to reach that point... (something i've only relatively recently come to have a grasp on)

368
Colored Turbo's line art.



Not sure if I completely like it. :P

Well, i do :), it's very flattering of you to spend time on this. Nice colors, and the texture looks good. I think it works better on the arms and lower body, because it seems to follow the shape and volume of the body there and is more "ordered", but on the top of the body it looks a bit random. And the highlights work well on the bottom tail, but i don't understand why you added them between the mid-tones and darkest shades on the arms and upper body. Maybe adding highlights on the scales at the top would improve, i dunno.

369


and the tiles>>



HOLY that's sweet! Teh colors rule! And bricks! Me like

A larger tileset (using 2 or more tiles for each element like doors and windows) allows for more detail, but limits the variety you can introduce with the tileset. The majority of people seem more inclined into doing that apparently... I'm noticing that everyone's picking just a couple of elements from the picture, like the signs and doors/windows, and forgetting the general look of the street (i don't see any bricked walls on these buildings except on the corners, yet most everyone's going that way. And doing night shots and stuff).

Just a rant.

370
Haha, that's sweet. Just look at that face. And the bellay :), awesome. The right forearm and hand could use a rework, maybe make the thumb jump out more and make the forearm look less flabby. You should look for examples of "selout" around the forum, to try to make the sprite look better in certain backgrounds. Some people like it, some not, but the info is helpful.
By your avatar and previous post, looks like you know a thing or two about art/pixelart. Feel free to share :)

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