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Messages - Doppleganger
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251
Pixel Art / Re: Modern Love [*Update*]
« on: April 12, 2007, 11:11:10 pm »
I think with the breasts, there's just too much definition going on. Afterall, she's wearing a hoody, which are usually good at hiding shapes. Indeed, the highlights are too high. If I were you, I'd create the breast area more like a fold/bump in the hoodie than actual breasts.

The wrinkles above the knees seem very unnatural. I'm not exactly sure how they'd come about in real life. The pants fabric would probably pull the folds of flesh tight and bulge a bit but, not wrinkle. Her left hip area is a good example of how it'd work, if you got rid of that really defined crease that is. Or at least shortened it's lenght and replaced it with some softer shading.

While we're at it, the head of the woman seems rather flat. The hair area anyways. I won't go in depth with that though.

Hopefully that helps.

252
Pixel Art / Re: Some good ol' fashioned tilesets...tileset
« on: April 12, 2007, 10:40:24 pm »
Well, I did a major revamp on the palette. Went with a blue look this time. I had to clean up some areas with buffer shades as the previous dithering I had stood out too much with the newly acquired contrast. I did some minor edits to the diagonal cliff faces to remove the immediate noticing of mirroredness. I also redid the lamp lighting as I really didn't like it.
The last thing I did was delete the counter top. Yep, it was a counter top. I'm stuck between setting this area in a fantasy, modern, or future theme. So until then, I'm not going to try and make objects.

@Adarias
I'm trying to make this tileset as user friendly as possible because I'll just be copy/pasting the tiles in photoshop to create one scene and then I'll be done with it indefinitely. Otherwise, I'm pretty good at tile conservation. I do appreciate your c&c however, so if you've got any of that, spill it!

@Fil
Believe it or not, I don't really do that much rpg stuff anymore. I spent the last 2 months spriting for a dress up game. Now I'll be making some zombie sprites for a sidescrollin' shooter. The only time I do rpg stuff is about 5 hours a week for clients that I've had since I've started spriting for a living.

253
Pixel Art / Re: Some good ol' fashioned tilesets...tileset
« on: April 12, 2007, 02:27:47 am »
Thanks for the comments guys.

Solid:
The floor is sitll a wip. It'll probably remain like it is with stones and other textures scattered about. Also, it's not isometric at all.  :P

Uridicy:
Thanks for the compliment, I've been meaning to comment on your latest works, hopefully I'll get to it soon.

254
Pixel Art / Some good ol' fashioned tilesets...tileset *finished*
« on: April 12, 2007, 01:19:40 am »

Mockup

Well, I doubt I'll have much more, if any, time to work on this before the sunday deadline. So, I'm calling it done. If somebody points out something majorly wrong with the piece I'll probably try to correct it though. CnC still welcome as I've still got much to learn and won't necessarily give up on the piece after the contest.


255
Pixel Art / Re: The end of days [Update]
« on: April 11, 2007, 05:38:31 pm »
Yep, I think it just might be the colors.  :'(

256
Pixel Art / Re: The end of days
« on: April 11, 2007, 03:20:09 pm »
For a good while I wasn't able to find anything to crit but then I figured one out.

The whole picture lacks a certain amount of depth. For instance, up until your last comment, I thought the sky was a cliff face about ten feet away from the dinosaur. That the volcano was a texture on the cliff face, that the smoke was comet shadows on the cliff face, and the trees were little shrubs about one foot away from the cliff face. That's a lot of cliff face XD Uhm, so anyways, the point is, I don't think it transpires depth the way it's meant to.

To fix that, I would thin out the thick outline that seperates the horizon. The relative thickness to the dinosaur's outline is misleading. Perhaps you can shade each object creating the depth differently rather than all the same. The trees, volcano, grass and dinosaur have all been shaded the exact same way. Which is a big reason as to why you'd think they were all relatively close to you. The sky has a very brown hue to it right now, which is partially why I mistook it for a wall originally. I kind of like the palette so I don't recommend changing it. So, my solution for that would be to somehow transpire that's a sky or...maybe it will look more like a sky when the other issues are taken care of.

Other than the depth issue I think it's good.

257


Just because it's such a fun way to waste some time. Strayin' away from the ready for battle theme this time.

258
Pixel Art / Re: Return of the Kraken
« on: March 29, 2007, 08:44:01 pm »
Just some quick crits...

-where's your lightsource?
-the cabin on the larger boat seems to be very crooked and out of perspective. The same applies to the tip of the kraken's head.

That's all I got for now. The captain will look pretty sweet I can tell. Although that expression doesn't seem a fitting reaction to a kraken attacking his ship.

259
Pixel Art / [wip] Revisiting an older piece some odd months later
« on: March 18, 2007, 05:09:01 pm »
This here was a piece commissioned a good while ago. I don't remember quite how long, but a good while. It was the pixel portion of a rather large title screen for the game Battlemachy. Anyways, the game is pretty fun but the art in it is now outdated. Which is why I decided to revisit the title screen portion of it.

Below is the original version of the piece and below that is it's current rendition. My plans are to rework the entire piece in my free time. At the time I had done it, I was just starting to pracice dithering and keeping a low color count and kind of got carried away with both. It resulted in a rather dirty looking piece which focused more on the techniques I was trying to learn than the piece itself. While it's cool to use 22 colors, it's not that cool when you're working on a 400x500 piece with a rainbow dragon horse amongst other things. Haha!

Old Piece:


Current Rendition:


At this moment in time I'm mainly looking for comments on the tail's new shape as that is what I'm working on. You can see the look it's going for in the completed areas where it connects to the body. Any comments are appreciated but especially ones on the things I am working on.

Also note, the old piece is even older than I had thought. While some things in the new piece look like they are new, they really aren't. The only things that are new is the redeux of the tail and the addition of a roughed in background.

260
Got it down to 7 (including transparency). XD
I don't know why I decided to partake in this color reduction event but it sounded fun.

I think the whole purpose of reducing colors on pieces that are small is to give it more readability. And for the challenge and experience I suppose. Since the color reductions don't do all that much to increase readability I don't see it as vital to get your color count down. If for some reason you had to switch all of these colors around it'd be useful to have less colors to mess with. Anyways, the point is 16 colors is an acceptable level, a bit high maybe, but by no means detrimental or wasted.


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