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Messages - crab2selout.png
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61
2D & 3D / Re: Official Anatomy Thread
« on: November 20, 2009, 08:18:48 pm »
Some of those are using Bridgman's as a base, right? I like that you aren't just trying to copy line for line, but you're adding and interpreting as well. It seems to flow with the advice given by this guy on what he thinks you should be doing when copying Bridgmans
http://deadoftheday.blogspot.com/2009/07/perspiration-anatomy.html

I really like the curving lines of the female seated figure on the 4th drawing. It's a nice, relaxed pose.

The yellow/orangey lighting is kinda harsh on your pics, though. Isn't there a photshop filter for fixing that sort of thing?


I think I'm going to try out that 5 minute thing Helm suggested. I kinda feel like my short term memory has gone to hell since I started using the Internet. Like I'm not exercising it as much anymore.

62
Pixel Art / Re: [WIP]Trouble with left leg
« on: November 06, 2009, 07:28:05 am »
I think in turn you missunderstood my point :P.
I'm not saying Elk's pose isn't more streamlined and a more effective overal pose. Neither am I saying anything about the proportions. I'm saying that that pose doesn't fit the character.

Why would a harmless cute girl assume an athletic pose like that? Why would she even know how to take a shot like that? She's just a cute girl playing around with a ball, she's not supposed to look like she's kicking at a goal in a soccermatch.
(That's what it conveys to me, I assume this is what dpixel intended)
I'm not saying he has to copy that exact pose. Just that it's a good example of an effective pose which I think is still an underlying problem with this piece. I tried doing a google for some good resources on making dynamic poses, but nothing really turned up.
http://www.polykarbon.com/tutorials/action/action1.htm
http://www.itchstudios.com/psg/art_tut.htm#line_art The 4 pics here are a nice visual

I think the cutesyness has more to do with the proportions, anyways. Having a look at a Calvin & Hobbes strip shows an extreme pose can still be ridiculously cute.
http://images.google.ca/images?hl=en&source=hp&q=calvin%20hobbes&um=1&ie=UTF-8&sa=N&tab=wi

I don't mean to derail this thread so I won't go on. I just felt I could've been a bit more thorough/clearer with my post and backed up my statement better.

63
Pixel Art / Re: [WIP]Trouble with left leg
« on: November 05, 2009, 11:24:04 pm »
You guys are failing to see the significance of Elk's reference pic. It doesn't matter that he used a normally proportioned person. It's the fact that he pushed the movement/action to it's extremes and streamlined the action that makes it such an effective pose.

Take the original poster's image, lose the ball, and look at it again. It's not a person kicking a ball, it's a girl walking(in midstride) and pointing at something off the canvas.

64
2D & 3D / Re: Official OT-Creativity Thread 2
« on: November 02, 2009, 01:57:14 am »
Nice draw over of the manikin figure. Really wishing I had mine around so I could give it a try. If you could shrink the size of hte image down next time, that would be great(nice to be able to see the whole drawing without having to scroll). You might want to try planning the lines out a little more before putting down a stroke. Your lines are really hairy. What I mean by this is you're using all kinds of short strokes piled on each other to create your lines instead of a longer, more confident stroke. I have the same problem myself and I find it a challenge to be brave and commit to a longer stroke. I often have to remind myself to stop obsessing over making a line look right by adding all sorts of correcting strokes.

I like the microhero, too. I think it would be improved if you broke up the black outline more, or incorporated the black into more of the shading.

65
General Discussion / Re: Pixel art, a rare skill to be learned?
« on: November 02, 2009, 01:38:03 am »
I've found the image filtering on all the latest browsers has been a pretty huge pixel killer for me. I barely look at the stuff anymore cause of how much I have to go out of my way to view PA now. I'm sure this plays a minor part in PA decline, but it has to be making it hard to convince young people to give it a shot seeing as it's becoming more and more difficult to show PA to them.

Also, I got a good laugh hearing about the dolling community dying out. I never paid any attention to that stuff, so I didn't know they had fallen on hard times. I always considered the doll stuff and that iso habbo hotel stuff the devil, anyways. Well, with a few rare exceptions. I've seen some really nice flash drawing apps, it wouldn't surprise if the dollers have simply upgraded their tools.

66
2D & 3D / Re: Official OT-Creativity Thread 2
« on: October 08, 2009, 04:29:26 am »
That's pretty nice, Ryumaru what kind of materials and paper is that? Looks like charcoal and the strokes on the first image remind me of newsprint, but I think that more because of the zoom judging by the closer zoom on the second image. Newsprint is more for sketchy stuff than assignments, too, I suppose.

What did your teacher think of the piece?

67
The EGA mockups are in her pj profile.
http://www.pixeljoint.com/p/16384.htm

And the rpg stuff I mentioned. Now that I'm looking at them again, they're much less EGA than I was thinking at the time I mentioned it. Not sure why I was thinking of it like that in my head.
http://www.wayofthepixel.net/pixelation/index.php?topic=8608.msg97054

68
Some incomplete oddities from my EGA phase...


The textures on those top image are delicious. Nice doodles along the bottom, too. I like the mystic/mysterio feel of the iso building. I'm not sure if it was intentional to only texture the front, or if you just got bored and wanted to move on. Either way, the result is nice.

Did you ever see Arachne's EGA platformer mockups? She also recently posted some RPG tiles and while I don't think they use hte ega palette, they have a bit of an EGA flavour to them.

69
General Discussion / Re: Holy Background Pixels Batman!
« on: September 15, 2009, 02:44:05 am »
Oooh, I like that last screenshot from the fight with joker. When I get some time I'll have to take a look at vgmuseum's game endings to see the scene in fuller detail. I like how they don't waste an opportunity to employ a hueshift to good effect. I don't know a lot about the NES palette, but it looks like it wasn't designed to ramp to the degree that the C64 can do it. It makes the daring vibrancy seen in the backgrounds of the joker fight and the gears screenshot seem even more so daring.

I never really thought much of the nes palette before, but I'll definitely give it a shot after this.

Really nice complementary colour scheme used in this level.
http://www.mobygames.com/game/nes/batman-the-video-game_/screenshots/gameShotId,320162/
Nice machinery tiles here
http://www.mobygames.com/game/nes/batman-the-video-game_/screenshots/gameShotId,320164/

Quote from: Conceit
I think since tiles are repetitive and palletes are smalll, any attempt of texturing relies a lot on showing a little texturing and encouraging the player to imagine the rest. That is made easier by having large areas of solid color, and any ambience that fits that plan (such as your black amoeba) is used (seems like they could only think of the black amoeba back in NES days tho)
Lately, I've been realising more and more how powerful those [seemingly] simple flat areas can be. I'm still so far away from being able to use them effectively myself, though, sigh  :P

Thanks for the neat post, Arne. Always a pleasure to read your thoughts.

70
Pixel Art / Re: Dying Animation help
« on: August 27, 2009, 11:36:56 pm »

Neat animation. I like it a lot better than the explosions WIP, but if you have a lot of other enemies to animate, you might be setting yourself up for a lot of work. I took a look at some megaman x videos on youtube and they seem to reuse a nicely animated explosion on most enemies. I think the mario games made enemies die with a nice poof of smoke. I think cave story did that too. I'll have to go look at some youtube videos to confirm. You could follow the example of Doom and other FPSs and leave the corpses on the floor, too.

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