Pixelation
Critique => Pixel Art => Topic started by: bigluc on April 11, 2013, 05:22:34 pm
-
Hello again, I posted a scene earlier and am working on that alongside a sprite for the main character of a game. The game is a noir-style, dark. Clyde here is supposed to be the good guy, but I still want him to be dark and mysterious. He is wearing a trench coat and somewhat of a fedora. Also if anyone could advise me on how to shade his trenchcoat, because right now it feels too shiny to me.
Edit: larger link
(http://i.imgur.com/CnG7sVF.jpg)
-
Since you already have a post going I suggest you stick to it and finish that before you start anything new, that thriced since you are developing a game and doing it alone. I have seen game productions being stopped and dropped because they have been juggeling too much at the same time. It is a common misstake when you just get into it and a habbit best to get rid off as early as possible.
It is also best concerning the forum, people want to see it through and completed when they help.
//coffee
-
I'm actually working with another person, and they needed a sprite and background to get the engine started. But I will stick to one now, and then finish the other.
-
(http://img688.imageshack.us/img688/5225/trechcoat.png)
Click the image as these forums have a nifty feature that images are zoomed in when clicked.
I made a quick but totally workable example of what I think might be more convincing for what I think you need. I went with a cel-shading sort of shading, and a cool-colored light source from above. I also avoided the use of highlights as it's not something you really see in rougher textures like that of a trenchcoat.
I don't think I am a shading expert but as far as I've understood shading, it has more to do with how shading works than how a particular object is shaded. I find that to really understand shading, you gotta see how it works in real life - how light sources cast shadows and how it can change colors of an object, bunch of other details as well.
You could also just look at a picture of a tenchcoat (with great lighting) and see how it's shaded to help make sure your shading is solid. Be mindful of lightsources though.
Also, never save as a JPG.... or did the image host turn your image into a jpg? ??? Saving pixel art in that file format is like stuffing the essay you did for homework into your pants pocket.
-
Wow, yes, that is totally the look I'm going for. I also noticed you used fewer colors than I, which is something I could aim for. Thanks for you help, I'll work on this and post results after I finish my other thread.
And yea imgur changed it to jpg for some reason.
-
Your choice of proportions is quite entertaining.
(http://2.bp.blogspot.com/-XJMbSuw6VQQ/UW8XiTkLtxI/AAAAAAAAF-E/7miPnLK5OoI/s1600/detective_9.png)
(http://4.bp.blogspot.com/-rx38KgtJ-qE/UW8Xi9AaFrI/AAAAAAAAF-M/ntVEu0l-oLM/s1600/detectiveProcess_1.gif)
-
Ah yes, I do suppose his face may be a bit large. I wanted a slightly larger head for a bit of detail, but I think I may have went a bit to big. :P
-
With Pix3M's permission, I have used his sprite as a base, and have built an animation form it. It's ok to me, but his upper body feels rigid to me, how should I go about fixing that? Also how does the sprite look in general?
(http://4.bp.blogspot.com/-aukgDsIMLX8/UYSgAj5z_8I/AAAAAAAADbI/5xN2Nt8oxtc/s1600/ClydeAni-v2-gif-vers.gif)
-
I'd go for the stylish square guy. Maybe even without a nose, and even flatter rendering than I did here:
(http://androidarts.com/other/detective.gif)
-
Hm. I like the bulky-er build. I'll try experimenting with that a bit.