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Messages - zi
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21
Pixel Art / Re: Water-mill [WIP]
« on: July 05, 2008, 05:53:56 pm »
chriskot yep something between two for my taste is that



In Ar variant have too much blue in my variant haven't blue and have too much green - now generally

Put more red in the first 3 column with N2. In green column N3 make colours going to blue gamma and repair contrast a bit more, now have clear look on all green areas. In N4 going to red because hay is near to brown colours, important are two colours which are below - repair them as colours and contrast and now have better look in the shadows of the hay marked with red squares - they are connected with brown colours. Another important is to put blue in last N6 column, which I use for walls where have shadows and reflections and need blue ...

Now work have more "clear" look and elements aren't so /I can find word/ spread maybe, that is what Antago talk ...

22
Pixel Art / Re: Water-mill [WIP]
« on: July 04, 2008, 08:27:57 pm »
The main problem with animation is that limit of the work is 50kb  /that is why animation of the water is only with 4 frames and look like she is pulsating/ now file go to 75kb, but I think that can add some more motion of the water near to the wheel and to move some other parts as corners of the wheel ...

Agreed that need more blue like in AR version - I was lazy to repair that but now will do :( and also must add more dark for walls in the left where have more shadows ... green is my favourite colours  :P, but Antago yep focus on Ar's version a lot easier.

PypeBros of course will remove "Batman" squirrel I like it but now can't stay  :lol:

thanks for help will take all crits graphically soon.

PS
Ar my english is too awful, that is why I can't comment usefully ...

23
Pixel Art / Re: Water-mill [WIP]
« on: July 01, 2008, 05:46:00 pm »
Chungel repair that problem
saimo
1 - repair a bit - else just want to look with round corners but now is better ...
2 - repair now is better
3 - need more dark because that part is in shadows. This is first look from begining - now area is repaired
4 - I'm not agreed fully, because must have many cracks, but maybe now is better ...
5 - I'm not finished area, but now repair contrast in some parts
6 - yep ;)

Arachne
you are right - I'm not agreed fully but as you say can't see so dark and deep shadows ... Think that must have 3 areas - 1 from directly light from sun, 1 from reflects from water and 1 from direct deep shadow from the trees ... If look on the water will see shadow from the tree but he will be thin and spread from normal shadow on the ground and how you say it depends on how still and deep the water is  ... Now when I look see that need a bit more work need to be more light blue there.

JackBauer24
the water aren't coming from up that is why direction of the wheel is correct.

Thanks for usefull help !!!

Need more work on the wheel and soft animation of the water and some other parts must be repaired, maybe fence must have 1-2px as elevation, but that is where I'm now ...


24
Pixel Art / Re: Water-mill [WIP]
« on: June 18, 2008, 08:00:43 pm »
Arachne you are that right ...

about water - will be better if I have more space in the water to show reflection of the building, but in future will think for that in advance !
for trees must start from scratch again, but I prefer to finish that work and in next will use your opinion because it's great !

Than you so much that show me right way how to think in future ...

Chungel yep need dark colours in that area because that part is in shadows - will repair :)

As entity dislike colours because in palette have too many brown, also need better blue colours for shadows :(
Another problem is that with animation works go over 50kb that is why use only 5 frames for animation of the wheel /need more work over him/, maybe must put more but ... also squirrel Batman will be removed from there ...


25
Pixel Art / Re: Water-mill [WIP]
« on: June 13, 2008, 08:42:30 am »
The small building is some sort of destiler /for wheat or corn/ ... that is why have chimney and ditch, where to go poor rape and that is why I add pigs and logs :)


smiker - bridge and right window are now OK

32 - put a bit light inside the small building, but I'm afraid to put more ...


26
Pixel Art / Re: Water-mill [WIP]
« on: June 12, 2008, 05:22:54 pm »
1. yep bridge need  some beams or somethink else ...
2. will repair and wooden part over right window ...
3. in progress to think what to do :(
4. i'm not shure what type of water make - with little wool or with dark and light places - but must show stream

Thanks smiker all is important because when watch one work too much can see some mistakes - will repair all parts  !

27
Pixel Art / Re: Water-mill [WIP]
« on: June 12, 2008, 02:51:04 pm »
Souly I change it maybe enough with this last variant now ? The creatures are too many but ...


28
Pixel Art / Re: Water-mill [WIP]
« on: June 10, 2008, 07:47:46 pm »
Yep you are right Conceit - that is for my base for levels of the ground. Else I'm start for area 1 and will enter in the center - because want to clear corners first. Of course back to some areas permanently.


29
Pixel Art / Re: Water-mill [WIP]
« on: June 09, 2008, 06:09:31 pm »
hm will test ... now have 4 parts with hay for half of the roof ... If they go to 3 parts will have more pixels and for wood and for hay. Maybe than will be better. I'm not good with sprites, but will try...

Just small update ...



Maybe brown pig is better, but think to keep pink pig. One of the problems are that I have only 2 colours in red zone. Now I see that the legs are very long...

30
Pixel Art / Re: Water-mill [WIP]
« on: June 08, 2008, 04:51:18 pm »
How long does awesomeness like that take you? And how do you render work/ what program do you use?

Sokota

render ? render with 1px or biggest brush line in PShop

repair contrast and shadows in many areas ... also I'm not so happy with new roof over small building, because for my taste need more wood, but I don't know ...




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