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Messages - Corinthian Baby
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41
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 06, 2013, 07:17:52 pm »
Not sure if I would call it my MO, but I like to paint opaque. Then depending on the surface/texture I'll introduce some transparent strokes to make it more cohesive. Sometimes mixer brush is needed to bring it all together, is that a bad methodology?

42
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 06, 2013, 06:33:59 am »
Some value/portrait studies:




Should probably use some mixer brush to round out the first one like I did for the second.

43
Pixel Art Feature Chest / Re: Help with Sword swing motion blur
« on: September 05, 2013, 09:56:40 pm »
PixelPileDriver, those illustrations are very helpful even from a bystander perspective. Never took the time to study animation much, just know from practice. The concept of slow out and slow in never occurred to me. Is there a theory behind what makes it work?

44
General Discussion / Re: 2D-RPG Development Observations
« on: September 03, 2013, 05:21:53 am »
I read the whole thing, and I can relate to some of the sentiments you are communicating here. Especially resonates as a pixel artist/rpg developer (guilty of rpg maker as well).

I agree with PixelPileDriver though, some pictures would be nice, and yeah it's pretty negative. I get the sort of vibe that you're discouraging newbie indie developers. I understand the frustration on your end from job offers by inexperienced amateurs, but I think from the flipside there is something to be gained by starting a project you're not ready for. It forces you to learn and get better, gives opportunities to get some feedback and recalibrate, or maybe a wake-up call.

As you said, making an RPG will change you. It will probably change you for the better though. You may not have solutions to some of these problems, but maybe through this discussion others can chime in with their own experiences and work to maybe answer some of them.

Also as a side-note I think this goes hand-in-hand with the goblins of the game industry thread.

45
Pixel Art Feature Chest / Re: THE CLUSTER STUDY THREAD!
« on: August 22, 2013, 06:12:02 pm »
The only reason that amount of banding was viable is because of CRTs and the animation. Probably looked vaguely 3D in situ.

46
2D & 3D / Re: Official OT-Creativity Thread 2
« on: August 16, 2013, 05:38:34 pm »
Grimsane, some cool studies. That triangular wireframe brush you're using has a really cool effect. Would be interesting to see some color sketches with it.

This is a portrait I whipped up for fun, experimenting construction methods:


Based on Omar Sharif in Lawrence of Arabia:
http://www.cinemasquid.com/blu-ray/movies/screenshots/sets/lawrence-of-arabia/fad29f05-3ef0-44ef-8913-ad3f28bb0916/54719c47-7276-46da-8a24-bf018551b3f6

Edit:
Another painting I'm working on, based on a homework assignment from one of Shaddy's classes. (That's not creepy, right?)

Here's Shaddy's own interpretation and I shutter at the thought of comparison:
http://www.shaddyconceptart.com/wp-content/uploads/2012/02/moab-arch-final-web.jpg
It's interesting seeing how he chose to stylize each element, and analyzing the brushstrokes to see what brush he's using for each textural situation. I love the michelangelo-esque torque he expresses in the main cliff. Good stuff.

47
Pixel Art / Re: Parrot + Nature Set [C+C] [WIP]
« on: July 22, 2013, 10:44:52 pm »
Made an edit:

You need to start thinking about volume/form when you're rendering the subject. Your feather texture seems arbitrarily applied to the parrot which is making him look flat. If you establish a light source and think about how the light moves across the shapes of the parrot's body it will help you decide how to shade him.

Also you have some redundant/uninteresting colors in your pallet. You can get more out of the colors you do have by switching between ramps. For example, mix some of that orange into the red to spruce it up. Look up hue shifting for the long version of that. Get rid of the colors that are too similar, restrict your pallet, experiment, study your ref and then see what you come up with.

48
General Discussion / Re: Pixel art genres
« on: July 20, 2013, 07:53:17 am »
Something that I'm interested in that may be helpful to study, is what makes up the components of an individual artist's style. I think the pixel art scene is small enough to warrant such narrow inspection. For example, if we look at what some of the overarching traits are in some of Fool's pieces, maybe we can deconstruct them, and learn from them. Think of it as the commercial critiques, only instead of some game we analyze one of the lauded members of our own community.

This is part of what makes the april fools challenge at pixel joint so much fun, because you have to look at the components comprising a style, deconstruct it, and then imitate it.

It could be interesting if the artist themselves weighed in on the origin of their style or why they make certain artistic decisions. I suppose this model could tread some weary conceited grounds, but I think it could work and is worth trying.

49
General Discussion / Re: Flashback HD & The terrible truth of remakes
« on: July 17, 2013, 02:02:43 am »
I'm curious about how this HD/remake phenomenon affects indies. For example WaterMelon co. (who has done some recruiting here I believe) made Pier Solar with legit megadrive specs, had some nice pixels, and was well received. They then launched a subsequent successful kickstarter to fund an HD version:

http://www.kickstarter.com/projects/573261866/pier-solar-hd-an-rpg-for-xbox360-pc-mac-linux-and

The art director talks about having to work within the restrictions of genesis for the original homebrew version, vs. the freedoms/limitless colors/tiles/layers for the HD version. If you ask me the pixel version looks much better/cleaner, and I'm sure the others here would agree. The limitations create a much more focused and precise look while the painted tiles are bit harder to read, they're a more cluttered and filtered skewing the priorities.

I think both styles have merit, as I said before painted tiles can be done well, but I think conceit is right on the money when it comes to translating pixels to high res, that there is something lost in the translation of seeing more.

If there are any lessons to be learned from remakes, they're surely taken from nintendo. (All they do is remake/redux their old games, and usually successfully.) Look at metroid zero mission vs. the NES original. One has a lot less limitations, but the same spirit is charged through the tiles. (Both are still pixelart but the comparison is exemplar of higher res/capabilities and how you use them. They still had to reinterpret some of the more vague lowres stuff, but did so creatively/compellingly.)

That Vector game looks interesting. Reminds me of mirror's edge for obvious reasons, but does have the bond edge to it. Stylish too.

@pixelpiledriver:
Certainly looks juicer with the color edits, brings some of that depth back. One of the problems I have with the orig are the specular glows emanating from those fire donuts.

50
2D & 3D / Re: Official OT-Creativity Thread 2
« on: July 10, 2013, 06:34:36 am »
You're right Mathias. The reason I had the dude overlaping the mountain is because I thought the dueling directions/tilts might add some action/tension. More developed, swapped the cliff, and sketchily dimmed out the sunlight. Lighting on figure has to be redone if I go this route, also the face was giving me trouble, still a rough render:

The background is uneventful but hopefully the landscape is juicey enough to not be a complete waste. I could add trees or a bush or something, but this is pretty much a one focal point piece.

Studying some SNES game covers, and they're all outrageous over the top and awesome:
http://www.theoldcomputer.com/game-box-art-covers/index.php?folder=Nintendo/SNES

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