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Messages - vierbit
Pages: 1 ... 10 11 [12] 13 14 ... 16

111
Archived Activities / Re: Isometric Collaboration 4 - IT IS UPON US!
« on: April 22, 2008, 08:47:23 pm »
55,56,60 looks nice to me.

112
Challenges & Activities / Re: Palette Workshop Challenge
« on: January 03, 2008, 06:48:27 pm »
Man, I had no time for this last year.





Oh yeah, changed also my avatar
<-

113
Pixel Art / Re: forest mockup
« on: December 14, 2007, 09:49:59 pm »
Wow what an response, thanks guys.

And apperantly the blue backgroundtiles must be really bad.
About the oranges leafs, I somehow liked these :-\
I experimented with bigger tiles rather than the 16x16 types I mostly use, so the rocks are 32x32 and... well, didnt work.

@Arne, yeah the the more decent tree trunks helps really. The global shadow idea is interesting, Im looking into it.
@Opacus, I had a simelar idea, but couldnt bring it to work properly with the rest of the tiles or maybe lazyness.

I already work on an bigger edit, so stay tuned.

114
Pixel Art / Re: sprite/bgx2
« on: December 14, 2007, 12:33:02 pm »
The subpixel idle animation doesnt work for me, need more action I think.
I dont know wich photoshop version you using, but my version(6) has imageready included.
Simple click on the bottom of the Toolbar.

115
Pixel Art / forest mockup
« on: December 12, 2007, 05:48:00 pm »

Yeah nothing fancy,
Its a mockup smashed together from two pieces that have nothing to do with each other.
-18 colors (could be lower)
-dont like the foreground tiling

116
General Discussion / Re: MMF2 help
« on: December 01, 2007, 04:23:04 pm »
I messed a long time with mmf 1 around.
You can simply use tutorials for the older versions(1.5), the difference between mmf2 are nothing to write about.

117
General Discussion / Re: Rendering 3d models to 2d sprites
« on: December 01, 2007, 04:14:20 pm »
That looks pretty bad. But keep in mind the battle sequences are generally very
dynamic in this game, so the shortcomings are not that apperant.

@huZba
I think most gamers that start gaming after the 16bit generation dont care if its
pixelart, rendered, digital painted ect, a 3D game is automatically better than 2D.
But then again, often gamers dont have much artistic sens as opposed to basically all members of this forum for exemple.
So I dont know if I can blame than for there taste.

118
General Discussion / Re: Rendering 3d models to 2d sprites
« on: November 30, 2007, 02:28:42 pm »
Im curios that someone thinks prerendered graphics are not norm today.
Personally I wouldnt even think about using renders on screens with such low resolution as todays
handhelds come with, I never worked on professional games with a thight deadlines though.

I find the best(imo) use of prerendered graphics on low res are the donkey kong country games.
Trow in the fact that this games are already over 10 years old. Oh, and the golden sun sprites looks ugly as hell.   

119
Pixel Art / Re: [WIP] Selout challenge from PJ
« on: October 20, 2007, 04:05:39 pm »
Yeah. I wondered also about this challenge at pixeljoint.
While I see it not that radical as Helm I dont get the point of that selout thing.

About the piece,
I dont think you have to many shades per ramp but at your current palette all highlights
can be easylie merged into one color.
Also her left breast should be placed lower, but I assume you know that already.

120
Pixel Art / Re: Help with Pixel Fabric
« on: September 30, 2007, 12:38:41 am »
Improvment, but still has the problems Delgneith explained.
heavily edit:

Basically your colorchoices have many midtone shades and one higlightshade resultating in too much contrast.
Also some anatomically issues.
I see many randomly placed pixels, esp. on his left arm. Maybe you dont now how to shade difficulty parts
and stuff it up with some pixels in hope it looks right in the end.
Oh and lighning issues as ilustrated above.

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