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Messages - neverest
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51
Pixel Art / Re: Isometric bot...thing
« on: March 29, 2006, 01:56:32 pm »
Yeah I just read Kenneths post. Well I just emailed deviantart and informed them, pointing them to this topic so hopefully they can sort it out. Thanks again.

52
Pixel Art / Re: Isometric bot...thing
« on: March 29, 2006, 01:44:18 pm »
 :o I'm shocked, thanks for pointing this out BlackEye. I guess I'll have to join deviantart just so I can cyberkick his ass. He could have at least ripped the newest version haha

53
Pixel Art / Re: Old V.S. New
« on: March 28, 2006, 08:11:27 pm »
when I look at them side by side My eye tells me to go for the old one because of the brightness, but I found using my hand to cover each of them over I much prefer the newer version for some reason.

54
Pixel Art / Re: Realistic Skintones
« on: March 26, 2006, 08:09:54 pm »
I think with a bright directional light like this the shadow would be quite a bit darker. also I think the pallete should gradually red-en more before dropping into the shadowey browns. This is just a combination of personal observation, and also studying paintings.

..................................................

Ok I tried an edit. I found what I wanted worked best with one more colour:



I didnt edit the image properly I just kind of crammed the colour between to illustrate, but I think the pallette works well for realism.

55
Pixel Art / Re: Robo Iso - inspired after seeing neverests
« on: March 26, 2006, 07:15:30 pm »
well I must say it very nice to inspire anything.
I can pretty much echo the advice given here already. The bots I did were really a practice in planning and using a logical process, and I think it was success in that goal that made them a success as peices.
I can certainly recommend before all else, taking a sheet of real paper and just doodling a few ideas, and getting a basic design in mind before making any pixels.


The beauty of working with something like a robot I guess is that the anatomy is all up to you, but its still a good idea to make sure it all makes sense, and think about his stance.


baccaman21's certainly right in saying you should initially aproach any complex iso work as a technical drawing.
As such I've made a quick image below to show how I might aproach planning your current design.

First of all draw some iso guidelines like I've done . You can do a few or make a whole grid. Remember lines in this isometric style go along two pixels for every pixel they move vertically - this ensures everything looks smooth and things line up nicely.

Take a different colour and just roughly sketch out your design. it will help a lot to draw what you wont see in the final image - see how Ive draw the back edge of the feet and the rear shoulder, and I've used coloured marks to plan where the joints will be. The lines dont have to be neat here but get your mesurements as accurate as posible.

One good general drawing tip is, if a line looks out of place, draw the replacement before erasing the wrong one.

Another thing to remember at this phase is, Isometric means "equal measure". Take this literally, it means there is no vanishing point, and assuming the stance is roughly semetrical, if one arm/leg/whatever is so many grid spaces high/wide, then so should the other.
for an example of this look at the knee caps below, see how they both line up to make each leg two grid spaces high, and one wide.



Once you have a basic drawing like this take another colour to draw your final lineart/outline over the top. obviously smooth out any lines, and if any lines can easily be converted to one of the 'perfect pixel' lines without distorting the proportions, do so.

Once thats done you can finally start thinking about lightsourcing, colour and detail. I hope some of this helps.

56
Pixel Art / Re: Another Iso Bot
« on: March 23, 2006, 04:25:14 pm »
@Dhaos - Thanks. Yeah the fingers have some shine on them, although I'm not sure how well that works. I did try a version without it as well and I can see it loses much, other than it would eliminate any confusion!

@baccaman21 - Thanks a lot, haha I love the camo edits. Particularly in the olive one, I find it interesting how the browns in the pallette actually work really well in shading the green, particularly on the head.
Its not something I often do, but for these bots I did some rough sketches on paper first just as a reference and to get down the ideas in my head before i forgot them. I also drew a few variations on the hands for this one, finally deciding to ditch any oposable thumbs or grippers.
I always like to draw some guide lines in iso, otherwise my eye always makes me put a bit of perspective on things and the back limbs/whatever end up looking too small when i put it in a game environment.

@ Aleiav & Vedsten - yeah I hadnt really noticed about the torso but I see what you mean. I wouldnt really want to add any more shadow to it or it might make the lightsourcing look a bit off, but I think what baccaman21 has done in his edit is the answer. The line down the sides shows off the shape without having to alter any lighting.

@Blackeye - it was probably intended as a fighting bot, but I see what you mean! I imagine it would be pretty good at digging. somewhat mole-like!

Thanks everyone else, I might do a bit of an update later on.

57
looking great so far, I love big images like this. Excellent character ideas. I can only think of two things, one, make sure everthing/everyone has a shadow - although I'm sure you're getting to that. Second, perhaps make a few more people walking, currently a lot of people seem to be standing on the spot, a bit more movement would be nice. Again great work so far.



hanging with the squirrels.


this ones not me hehe

58
Pixel Art / Re: Mad inventor sprites
« on: March 23, 2006, 11:07:13 am »
Quote
I think the walking is very dramatic from the frount. Usually we don't naturally move our shoulders foreward and back so much when we walk.
True, but when you have a character in a game walking down the screen a lot of the motion gets lost, particularly the up and down pixel shift. This is a problem I've encountered myself lately, but if you look at other rpg sprites, say chrono trigger, they put a lot of body movement in and it looks a lot better in game as a result.
I think the current drama in his walk would work, but I would agree the feet could move up and down a lot more.
I have more of a problem with the sideview, I feel everything from his shoulders up should be moving up and down. currently his nose stays in place while his eyes squash down, his jabot doesnt move like it does in the front view, and the collar just jiggles a bit where again, it moves a lot in the front view.

you also might want to try shifting his rear foot back a few pixels so he doesnt seem so flat, currently it looks completely side-view although presumably if this is an rpg you'd want the sense of an elevated view.

Its looking a lot better, and he seems very determined. Oh and every true evil genius needs a big collar.

59
Pixel Art / Another Iso Bot
« on: March 22, 2006, 10:57:10 pm »
Again practising working with a proper process in mind, but this time trying to incorporate the things I learned from the last one. 14 cols:






and some of the process:


Again, any critiscism welcomed.

60
Pixel Art / Re: Starwars Jedi
« on: March 21, 2006, 05:33:15 pm »
does he have another light saber in his pocket or is he just pleased to see me?  :P
hehe the edit looks good but his crotch just seems to stand out to me, perhaps 'cause its the only bit of flat colour. I don't know if a bit more shadow might help?

Yosh64, I can't see any of the images you've posted, and it looks like im not the only one. Where are you hosting them?

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