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Messages - Sharm
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211
Pixel Art / In response to Pixelator 3
« on: March 21, 2007, 11:09:39 pm »
I came here to push myself, to do things I don't normally do so I could learn.  So I thought I'd try the challenge for Pixelator 3.  Here's the result so far.



It isn't what I was planning at all.  I have no clue how to do magical effects, and it really shows.  For the motion, I wanted to do something more like this:



 I was going to add body movement and some dust at the very bottom of the movement, but the dust wasn't working (more effects problems) and I didn't see the point of getting the animation right when I couldn't get the wind ball to look like a wind ball.  I was hoping to make it more stylized to match the look of the girl.  Like this:



But the further I got in animating the swirls, the worse it got, and I didn't know how to smooth it out without going overboard on the frames.  I would like some help with this one, but more than that, I'd like to learn how to make effects look right on my own, without needing help for every new thing.  Do you guys know some good tutorials?  I've never seen one that dealt with effects as their own thing.

212
Pixel Art / Re: Character and Tiles, Sci-Fi ORPG
« on: March 21, 2007, 10:16:46 pm »
Much better!  They look more alive, and I really like the colors.

213
Pixel Art / Re: first try at pixel art
« on: March 21, 2007, 10:10:35 pm »
There's nothing wrong with having a bigger piece, you just need to be more aware of details on that size.  Bringing the size down did get rid of the readability issues (mostly clothing).  The items in his hand aren't as clear though.  Your work with 3D is very obvious in the shading.  It's good, but don't let it limit you.  You can have a lot more fun with artistic interpretation, and it's much easier to get curves.  The black outline is inconsistant, sometimes connected, sometimes not; sometimes colored, sometimes not.  Pick one and stay with it.  Very good for your first, lots of character.

214
What are the pillars?  They're a little too geometrical to be rocks.  The grass looks better, but it's not quite what I was thinking of.  I'll do an edit when I get the chance.

The fad avatar looks great.  I expected the glasses to be a little more shaded on top, since they're under the hair, so the ended up looking a bit bright.  Not sure what I think of the blue green version.  It doesn't feel as cohesive as the orange.

Edit:  As promised, here's the edit.  I toned down the hue shifting a bit on the grass.  Hue shifting is nice, but it made the grass stand out.  You need it to be grass, not call attention to itself.  I also did a very quick, dirty, and overly symetrical edit to your tree to show a way you could add dimention to it and get rid of those splotches.  Leaves tend to grow in clumps so sometimes it helps to start with a bunch of random sphere shapes and shade based from that.  Also, because of the way a tree grows, it tends to have more leaves at the bottom.  Hope this helps.  If I haven't said it before, I love the texture of grass and dirt, very well done.


215
Pixel Art / Re: Working on a game :o.
« on: March 20, 2007, 06:39:04 pm »
I would highly suggest not using the same colors on the sprite as you do in the background.  Right now he looks like a manaquin or something that belongs in the background.

216
Pixel Art / Re: wow is me for i have tiled
« on: March 19, 2007, 11:17:11 pm »
It's looking much better.  I still think the grass is too busy though.  I think all you need to do to fix it is to tone down the contrast.

217
Pixel Art / Re: Pixel punk city
« on: March 19, 2007, 09:11:19 pm »
I'm assuming you did the work for everything on this city.  There are a lot of shortcuts with your pixel work, and it's showing.  The grass doesn't look like grass.  There are no blades, and the highlights are random blobs.  It might work as a dirt or rock tile if it was cleaned up a little.  Far too many things on this have noise or dithering when it doesn't need it.  The cars expecially.  I like the line work on the van, but the dither kills it for me.  It's supposed to be metal, go ahead and give it a shine.

It's very obvious what brush you used to make the pine trees.  I'd suggest looking at real pictures of trees and then looking at how other pixel artist you admire do it.  The other trees have a better shape, but since they use the same colors as the grass (or close too it) it blends in.  I didn't even see them at first.

The cement ramp looks pretty good.  It looks like it's made of cement, which I don't think I could pull off.  The inside needs more dithering to make it a smooth curve.  Right now it has a very obvious line.  With the other ramps you should try dithering it yourself instead of putting a gradient in, reducing and letting your program put the dither in for you.  Right now if it weren't for the black outlines they'd look like they were all made from sand.  Though the middle ramp isn't so bad.

The black outlines are random and a bit jarring.  You should pick one or the other.  Though it does look like they're only there for the WIP parts, which is good.

Those are the things that stood out.  A little work will go a long way with this one.  Keep at it!

218
Pixel Art / Re: My first walk animation
« on: March 19, 2007, 08:42:34 pm »
*laugh* Not a problem.

Edit:    Here it is, like I promised.  I'm not sure I like it at the faster pace.  I suppose it doesn't really matter, the program I'm using sets it's own pace and it's something inbetween anyway.

219
Pixel Art / Re: Tiles [WIP]
« on: March 19, 2007, 08:15:57 pm »
The crystals are good, but they don't seem to match the style of the rocks.  They're a little too flat, and the outlines are harsh.  I agree with Xion about the grass, just a few tufts growing out of the cracks will look a lot better.  I also think the moss didn't quite work.  If it was near a water source or on all of the rocks it might though.

220
Pixel Art / Re: My first walk animation
« on: March 19, 2007, 08:05:41 pm »
Perhaps if you want to keep this frame its up to you, its not really that critical, though usually an even number of frames for a walk is an easier way to divide steps for both sides.
Tweening goes between two  points, and no matter how many frames you using its usually even amount between right and left cycle. Same goes for any direction. Again, not necessarily.=)

I'm confused.  Why do you think I have an uneven number of frames?  I used 8, and when I took apart your edit to look at it frame by frame you only had 7.

About update, i think bending leg before it move forward would benefit a piece.=) Now knee goes up (back) with a feet and return down (forward) with a feet as well. If leg is actually bends knee would go down (forward) first while feet remains on a back and then feet would catch up with a rest.

I'm not sure what you're trying to describe.  But after I posted this update my brother pointed out that it looks like her foot is going from behind her to in front of her in one frame, so I did an edit.  Hopefully this will help what you're talking about.  Unfortunately I won't be able to post it today (computer problems).

Serena:  You're right.  I'll add more shading to the arms before I post the update.  As for the speed, I'm not sure about dropping frames, I like the detail it adds to the walk, and I'm not sure how to do without it on such a large sprite.  I'll speed it up though.

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