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Messages - MysteryMeat
Pages: 1 ... 196 197 [198] 199

1971
Pixel Art / Re: Base for a Planned Animation [C+C]
« on: March 11, 2016, 04:10:25 am »
camera-left leg still looks a bit off at the knee, and those pants need a bit of work before they're looking right still. As they are they appear to be riding up the back a bunch, it'd probably help to flatten the bottom edge a bit so the curve isn't as extreme.

If you need a guide to work off, I recommend getting a copy of designdoll (http://terawell.net/terawell/).

It can help to have a solid reference to work from, and DD is the most solid build-a-ref program I've found so far.

1972
Pixel Art / Re: Platform game tiles
« on: March 11, 2016, 02:09:44 am »
I'm not sure how to say this right, but it feels like the tiles are too "complex" now?
They're certainly good tiles, don't get me wrong on that, but the original tileset, as simple as it was, kept the eye focused on the player character through that simplicity, and it feels like the more complex tileset might have lost that a bit.

Might be helpful to see it in motion though, before any big changes are made.

1973
Pixel Art / Re: Game GUI too sober
« on: March 09, 2016, 07:45:43 pm »
yeah, that looks way better without having to sacrifice the simplicity of the first design.

1974
Pixel Art / [CC] Phase-shifted planet
« on: March 09, 2016, 11:10:50 am »
So, I'm joining a DnD campaign with a neato setting and decided to do a mockup of the game world.

As it's been explained to me, someone decided it'd be a great idea to shift a planet from one dimension to another without thought for what might already be there, resulting in both shattering against each other and the two cores merging, eventually forming a stable cloud of debris upon which life is, against most odds, still possible.

So, I drew this:

Problem is, I feel like it's missing something and can't figure out what. Was trying to go for the classic "space shading", which tends to be pretty binary, but I feel like in doing so I've made the debris field a bit sparse for what's supposed to be two planets-worth of matter despite not being able to fit much more in with any success.

Any ideas on how to fix this?

1975
Pixel Art / Re: Strange looking calm robot soldier
« on: March 09, 2016, 12:57:19 am »
At first glance I wouldn't peg him as calm, more "Haunted."
I think it's the shading around the eyes that's doing it, gives them a sort of "sunken in" appearance.

1976
Pixel Art / Re: Low-res Doomguy
« on: March 08, 2016, 05:52:34 am »

Here, a solid ref on the helmet. There's no striping like you've got here, and it's got more of a chunky blocky look to it than a rounded one like you've drawn.
Good stuff though!

1977
Pixel Art / Re: Running Animation
« on: March 07, 2016, 11:51:05 pm »
Aight, so what I did here was just add a small bit of "billow" to it, timing the flow of the sleeves to his run cycle.


There's improvements that could be made, like having the forward edge be more rigid against his arm, but you can see what I'm doing with it here.

1978
Challenges & Activities / Re: Hexquisite Corpse III
« on: March 07, 2016, 06:58:11 am »
Claiming t22 [Done!]

1979
Pixel Art / Re: Chibi Archery Chick Shooting
« on: March 07, 2016, 06:36:06 am »
You could also CHEAT LIKE THE DICKENS and make it a magic bow that hovers a bit away from her hand. you could get away with drawing it a bit bigger that way, at the cost of maybe a bit of believability or lore.

1980
Pixel Art / Re: Man swinging guitar
« on: March 07, 2016, 06:24:44 am »
during the midswing it might help to have him lean forward and have his arms stretch out further. Not going to get much impact swinging from the elbows, ay?

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