Pixelation

Critique => Pixel Art => Topic started by: Mush on November 03, 2010, 03:06:06 am

Title: Wild Guns Mock Up
Post by: Mush on November 03, 2010, 03:06:06 am
I started to make a mock up for a Wild Guns (http://en.wikipedia.org/wiki/Wild_Guns) type of game. I began pixelling on my laptop, and finished on another screen, so the colors may be off. My laptop's colors are extremely desaturated, and the other LCD seems to be oversaturated. How does it look to you? Is the green in the ground noticeable? Tips on anatomy would be helpful too.

Ref: http://4.bp.blogspot.com/_s9wYcRc1twY/SXm4bsC6fOI/AAAAAAAABgw/1QCkuEeqSBs/s400/loomis_FIGURE_draw-19.jpg and Wild Guns screenshots

(http://64digits.com/users/Mush/wg1.png)

Title: Re: Wild Guns Mock Up
Post by: buddy90 on November 03, 2010, 06:50:49 am
The calves are kind of short, and the floor isn't very noticeable, but it looks like you're off to a good start here.
Title: Re: Wild Guns Mock Up
Post by: Mush on November 04, 2010, 05:43:32 am
Gave him some clothes.

(http://www.iaza.com/work/101104C/iaza14018374329000.gif)
Title: Re: Wild Guns Mock Up
Post by: frankygfisher on November 04, 2010, 08:24:26 am
  :y: very nice!

what weapon are you planning to put on him?
Title: Re: Wild Guns Mock Up
Post by: Mush on November 05, 2010, 12:06:07 am
I began doing a perspective test with cubes, but somehow they turned into crates. I added a palm tree and suddenly the mock up turned into one of those stereotypical commando games. The tree is very rudimentary; I just wanted to lay the shapes down first. Shadows are screwed up.

(http://www.iaza.com/work/101105C/iaza16640599346900.gif)

frank: The game will have a variety of guns. Wild guns.
Title: Re: Wild Guns Mock Up
Post by: Rydin on November 05, 2010, 12:21:38 pm
This isn't comment or critique, so I appologize, but this character would be very cool for a third person mode 7 sort of thing.  Does anybody know if anything like this that has been done?  Like, third person Wolfenstein?
Title: Re: Wild Guns Mock Up
Post by: Helm on November 05, 2010, 12:52:49 pm
(http://locustleaves.com/wildgunman.png) (http://www.iaza.com/work/101104C/iaza14018374329000.gif)

please consider this edit

1. avoid single pixels, generally. if a pixel doesn't belong to a cluster, it'll read as noise mostly and it's a prime candidate for creating banding around it.

there are situations where a single pixel is a great specular highlight however, like in the ear, but keep it to a minimum, I suggest

2. banding is a thing you should look out for. You didn't have a big problem with it in this image but all the little things you can fix make the end result that 5% better!

3. the biggest problem was that the legs felt too big and the upper body too small. This wasn't so much because of actual metric error (about which you have a lot of leeway in such a small sprite)but because of the malformed shoulders/foreshortened arm area, where you've made some dodgy choices, I think.