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Messages - Roach
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121
Pixel Art / Re: [C+C] Acid Sword
« on: December 30, 2015, 12:16:23 pm »
I'll just leave these here.
Skallagrim shares a lot of the same viewpoints as me, and explains my points better than I can.

@Gil: The example you showed is a machete, not a sword. machetes are short and bulky for chopping purposes. A sword is thin, lengthy and versatile. The length of the sword in relation to the width makes it a "paddle" sword. Its bulky and overweight. I treated the sword as a normal long sword. That is why the blade is thinner, and the top would have more of a chopping weight to it.
My design is more related to real medieval swords.
the design is basically a hybrid of a Nepalese kora and hook sword.
Not even axes have blades that bulky, and they offer much more leverage. The largest axe ever used was the Dane axe, used by the anglo-saxon huscarls. The axe weighed up to 1kg to 2kgs which is very heavy for a weapon. Also, a sword as thick as the one I drew is not fragile, and I think 1000 years of human war and history has proven that. I agree with you though that art and realism should be seperate, but I just appreciate when I see people actually make an effort to study into real techniques, the history of why something is, and practicality/functionality of a thing. A good example of this is female armor. I absolutely HATE fantasy female armor designs that are practically small clothes.  It provides no use in combat at all. It's gimmicky and kind of creepy I think. There are tons of people who would disagree with me because its "fantasy." however. Armor is supposed to save your life by protecting vital organs, not expose your body to the enemy. Why is the same concept not applied with weapons in video games? Monster hunter happens to be one of my favorite games, with some of my favorite weapon designs. Its not functional or practical at all but its fun. However, I only suggested my design in terms of a more functional design to real life standards. Also realistic combat in video games can be pretty fun. If you have ever played dying light, or mount and blade, they are pretty good examples of realistic combat done well. Obviously you shouldn't get too realistic in a video game because then it just becomes dull.

122
Pixel Art / Re: [C+C] Acid Sword
« on: December 30, 2015, 07:54:50 am »
@friend: I never said art wasn't allowed to break rules. That's why I said its okay to exaggerate. But I will mention again, realism is my personal preference. He can make his sword as damn well big as he wants, I like to keep my swords realistic and functional if put in a real world situation. In my opinion, a good fantasy sword is a sword that has realistic properties, and if it doesn't have realistic properties, it needs some explanation as to why it doesn't, to build upon the overall lore. I mean sure its cool to not give any ****s about realism sometimes, but I mean that picture you just posted, that dude would be toast in a real fight. He wouldn't be able to lift that over sized sword. (yes I know its fantasy, its allowed, but if some one was strong enough to hold a weapon that big, he would be even more effective with a smaller/ lighter weapon because he would be faster and more adaptable.) Weapons are more attractive to me when people actually put thoughts of functionality to them, rather than cloud mockups. Again this is all my opinion and I give you permission to hate me for it.

123
Pixel Art / [WIP] Clouds with moon
« on: December 30, 2015, 05:16:57 am »
A while back I started working on these clouds, but was having difficulty with the light source and how I felt the perspective should be. It frustrated me a bit, so I decided to put it off for a bit and come back to it.  I've changed my mind on some things and I decided to add a moon to the clouds. Not really sure what my next step is as I've never drawn a moon before.. I think the clouds need to be changed in tone now, as well as more of a glow in the sky from the moon. I am not sure how to achieve these, but I will play around until I get something.


124
Pixel Art / Re: [C+C] Acid Sword
« on: December 30, 2015, 05:01:24 am »
@decroded:I wasn't saying its a design flaw in pixel art, I was saying its a design flaw in real life. Its basic sword design for realism. A sword that thick would be too frankly too heavy, and pretty much impossible in a realistic point of view, and yes its fantasy, however, fantasy realms should typically be based around the same physics as real life, therefore a sword too bulky like that would slow down the wielder and be an ineffective weapon. Its okay to exaggerate things, but swords shouldn't look like clubs. All I did in my edit was thin the blade out to a more realistic shape.
The design is not too far off from a combination between a traditional chinese hook sword, and an indian warclub. It makes for a far reasonable weapon that would be light weight, allowing the wielder to do more advanced techniques, without wearing out the user too much, or leaving any unnecessary risks to leave you wide open. The original design would have too much drag, not allowing the user to properly switch positions if needed. The design I proposed would be a weapon which would be able to hook onto things, and possibly wrap around opponents defenses. Personally the only flaw I can think of in the design is that its top heavy and doesn't have a point, not allowing any stabbing attacks, but it would be a very good slasher, and because of the sword blade, you would still be able to preform draw cuts. Personally the only thing I would change in the sword in terms of practicality (and totally my opinion,) is modify the crossguard to be more flat. But, I think that would take away from the overall design of this blade.
Also I thought the comparison of the blowout toy was pretty funny. :lol:

125
Pixel Art / Re: [C+C] Acid Sword
« on: December 30, 2015, 01:12:54 am »
Your sword has a pretty exotic design which is pretty cool.
The flaw with your sword is that it's really bulky. It looks like something you would paddle a boat with. Like a paddle.
In my opinion, a better looking sword, is a more realistic looking sword. Swords are thin, nimble, and graceful. Your crossguard is good.
Here is an edit I did.
I added a pommel to the end of the handle, made the blade a lot thinner and more believable. I like the design of it, and the concept. I thought maybe you could try to add a glow effect from the acid like in the example on the right, but if that's not what you're going for its cool either way.

Use the example however you want.

126
Pixel Art / [WIP] Gladiator sprite
« on: December 29, 2015, 11:58:42 pm »
This is a sprite I made. I'm trying to shrink him down.
to look like this

I'm not sure what to do to improve it.
I think his mohawk doesn't look exactly centered but that's just me. I also know his helmet isn't finished.

I want the helmet to look more like the originals as well, but it's kind of hard to get the aesthetics of it on this small of scale, so I had to kind of just cut it out to make it look more like a sallet.

127
Pixel Art / Re: [WIP] Knight Character
« on: December 29, 2015, 11:37:37 pm »

here's a knight I made. Your metal doesn't look too bad actually, and i prefer the outlines on the current sprite you have, but if you are going to try to make it as realistic as you can, make it really smooth, with harsh shadows. I hope this helps in someway.

128
Pixel Art / Re: [WIP] Fire emblem inspired sprite
« on: December 29, 2015, 01:01:05 am »

Using your tips and your example as a reference I made this. Thank you very much it looks a lot better! Very helpful.  ;D

129
Pixel Art / Re: [C+C] Trying out new Style
« on: December 28, 2015, 09:28:16 am »
Just curious, do you have one of one punch man?

130
Pixel Art / [WIP] Fire emblem inspired sprites
« on: December 28, 2015, 09:19:01 am »
I felt like converting a sprite I made into a little fire emblemesque looking sprite. I felt like practicing in this kind of style before I try to try to create something from complete scratch. I shrunk it down, flattened some colors, and gave it a sword. Any tips to improve it? I also plan on animating it eventually.

Fire emblem inspired:



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