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Messages - Stefano
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51
Pixel Art / [WIP] updated - forum graphics
« on: October 09, 2007, 03:54:46 am »
I was asked to help overhauling a forum interface, making stuff such as rank icons, smileys, etc.
Although I'm learning a lot, it's been a bit rough for my level of pixel knowledge. So here I am asking for your help.

Medieval Pennant (forum administrator):
Orgininal:
My mod:

Smileys:

Are these readable (guess not)? What should I do to improve?

Thanks in advance,
-Stefano


52
Pixel Art / Re: I have a dire problem
« on: September 27, 2007, 12:14:38 am »
It looks much better now, Luminous. I mean MUCH better.
Please post a photo so we (and by "we" I mean Helm and his butt kicking edits :P ) can help you further with the likeness issue.

Well done.

53
Pixel Art / Re: I have a dire problem
« on: September 25, 2007, 09:53:45 pm »
I did a quick and dirty edit that goes along the lines of what Helm was pointing out. It does looks like a starving old man, but that's because I've roughly accentuated all facial muscles for the sake of clarity.
Other thing that I've tried to fix: your perspective. Eyes, nose, mouth and chin seem to be each in a different view angle...
My tip: try to think the face as a slightly curved plane (without the nose). First you shold draw this plane in the perspective you want, to only then draw the eyes/nose/mouth guide lines perpendicular to the center line of this plane. The nose is the greatest pain in the ass, IMO. I could never find a good method to teach people (or learn it myself) to draw noses, so the best I can tell you is to look at similar real-life poses and go "trial and error".



-Stefano

54
Pixel Art / Re: Mockup Madness
« on: September 11, 2007, 01:27:15 am »
Hey Souly. Nice stuff you got going on here. So good that it inspired me to do an edit, even though it's not so cool:



I gave your walkcycle a go and tried to improve it. Sub-pixel animation works great in theory but it's pretty hard to be done.
One thing I've also changed is the dark horizontal lines on the "ears" (looking like an "E", close to the head) and the dark stripes on the body. I think it really hurt the character's readability...
I also took your saturation courageous enterprise and made things more colorful. I've used the previous green "skin" tone, because I though it look better close to the orange.

Concerning the animation, all I did was stretch his arms a little bit further on the off-ground frames and tweaked the pixels of the "antennae" thing, in a desperate attempt to make the perspective look more natural on the frames where the head is turned.

I don't think my edit is a complete wreck but it's not so good either.
Anyway, keep up the good work! Looking at your mockup definitely makes me want to try the game. Will it actually get to be a game? I hope so!  ;)

55
I agree with ptoing...

I could not, for the love of God, make a readable sprite for a skull at this size. Instead, I've suggested a new icon... sorry about that. Not really helpful, I know.
Also, check out what I did to the portrait, tree and grass. I've basically fixed anatomical issues on the first one and (IMHO) improved anti-aliasing. Trees and grass were a tad difficult to read, so I've messed around with your hues (didn't add or removed any colors) to try to make your trees more distinguishable from the grass without using a dark outline. This particular bit was quite difficult with a so limited number colors to pick from, but I guess I managed to do a fairly serviceable job.  ;) Additionally I've also changed the overal vegetable anatomy ( :lol: ), so they'd look closer to my pixelized interpretation of trees and grass. The grass look like crap, tough.
I don't have time to change it now, but I hope you'll be able to make use of any of my other changes.



Cheers,
-Stefano

EDIT: I've just realized that the secondary light source on the trees is too bright... oh, well.

56
Pixel Art / Re: Rpg tile graphics
« on: August 31, 2007, 04:52:21 am »
I was making an edit to your tiles but it started taking too much time (as always! ;D ), as I'm learning myself, by studying and editing other people's sprites.
I guess I wasn't supposed to post this since I completely modified everything. Then I thought it would still be nice to share what I've learned since I used your work as base.

Anyway, here's my partial edit:


1. I've bent a little some of your grass blades (IMHO they're too organized pointing straight up) and placed some of more highlighted clusters to add depth and variation (yeah. I'm aware of the horizontal line)
2. The walls have been completely re-done. I think piled up rocks look nicer for this sort of low fence than bricks. So, this is one of the cases I'm not helping a lot by showing you this. heh.
3. Your roof was too steep! Unless it's a snowy area (doesn't seem so!) I suggest you to consider having a smaller inclination angle even if it means spending (roughly) 4 more tiles. Well. That's what I did...
4. Still on the roof, your first roof tiles (the ones covering the house, not your sprite!) had a bit of a scaling problem so I've reduced mine. You fixed this particular problem on your new perspective.
5. As for the colors I've tried to pick less saturated hues containing more yellow and reds to give it an overall afternoon look.

I might finish it in the future, but right now I'm swamped with stuff to do.

I hope it helps even if only a little bit, otherwise I'll feel guilty for posting it.  :(

Cheers,
-Stefano

57
Pixel Art / Re: [WIP] Pixel House
« on: August 25, 2007, 11:16:03 pm »
This is really cute in action. Perphas you need less prominence in the colors of the ground to separate the levels, like this:

It's growing fast and well! Your mockup is really pleasant to look at. My only concern and tip to help you improve your piece is the same already pointed out by Helm.
Since the ground covers roughly 70% percent of the screen, I think it's a good idea to drop down the contrast even more to make it less noticeable and more distant from the player than houses and trees. I see you've decreased saturation and I think it has improved the overall aspect.

-Stefano

58
Pixel Art / Re: Bad placement issue
« on: August 21, 2007, 03:42:44 am »
I'm moving from the place where I've lived the past 15 years. This edit is the last I'm doing in my good old chair.  :-[ (sorry for the OT)
Anyway. I've got to go to sleep now. I'll comment my edit from my new spot in a couple of days, if required.


I hope it helps!

Cheers,
-Stefano

59
Pixel Art / Re: Need help with sprites
« on: August 16, 2007, 06:33:37 am »
I think the main problem with the side view you did is anatomical. In the side view the little guy is standing stiff as a plastic doll. Plus, there's not enough volume on his chest and belly. Check out my quick edit:

I've simply added volume (guts, bones) and bent his limbs a little so he'd look more relaxed.

Side views are tricky. I usually Google some reference poses when necessity arises, even if my character is cartoony.

Cheers,
-Stefano

60
Pixel Art / Re: 2 little guys, need c&c
« on: August 13, 2007, 12:44:06 am »
I like the skull man and I felt as he was being neglected, so I did an edit myself.



I guess most of the things I have changed (without mentioning the usual stuff: hue shifting, AA) regard the actual assemblage of the character. I've tried to do it in a manner that would preserve the overall feeling to your original sprite.

First, I basically tried to change stuff that would make the head look more like an actual skull. The nose was brought up and the cheek bones are now more prominent. I've also tried to blend the teeth to the rest of his head, bringing the upper jaw out of his face, mainly because they were showing as vertical bright lines on an area that (according to the original anatomy) should be shaded. Additionally, I choose to give him a more angry look (with frowned eyebrows and squinted eyes) because that's how I figured this character behavior is supposed to be as he's leaning forward with his arms back and closed fists. Basically a defying pose. But I assume that this last bit is just a personal interpretation of how you drew it.  ;)

Another important thing worth mentioning: As the head has too much small details (and is his most distinguishable feature), I though it would look more readable if the rest of his body would just have a darker an less saturated color, using a dark shading "frame" around a more contrasted and saturated face, bringing all the attention to it.

I did add two more colors but I think I've put them to good use.

-Stefano

PS. I hope I didn't mess the sentences beyond understandability. This is as better as it gets...

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