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Messages - UncleSporky
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1
Pixel Art / Re: WIP: character base for sidescroller
« on: June 24, 2007, 02:36:24 pm »
Oh, by Castlevania I meant the gameplay, not the art style.  I could go with the typical method of portraits for emotion + body language, but personally I think I'd find it hard to use a realistic style throughout the whole game, I'm much better with cartoony.

If I was going to have a more normally-proportioned head, does anyone have any good sources for that sort of thing?

2
Pixel Art / Re: Rpg style
« on: June 23, 2007, 11:25:45 pm »
I like it a lot, that's very nice highlighting on the hair.  One crit - he looks a little like he has a pot belly at 1x due to the lines on the sides of the shirt and the bit of shading just above the crotch.  Makes it look like he's stuffed into his pants and bulging out.  IMO, of course, and if that's what you wanted then it's great.  It's great anyways!

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Pixel Art / WIP: character base for sidescroller
« on: June 23, 2007, 11:06:28 pm »


This isn't for a typical Mario sidescroller, more like a Castlevania with weapons and such...how original.

I started with a sprite I made a long time ago, intending to make something in the same vein using the smooth outlining I've seen around here.  I'm happy with the final result aside from his left arm which I can't decide what to do with.  Actually, now that I look at it, both of his arms could use some work.

I've also run into trouble with the head.  I feel like the guy is proportioned too well for an oversized cutesy anime head, but I want to show some facial detail/emotion.  I could just go with what I have but I thought I'd ask you guys first if you have any other ideas.

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Pixel Art / Re: 16 colors mockup (Arne's palette)
« on: June 22, 2007, 03:52:17 pm »


Mine is on the right.  I made some very small changes overall.  First I think the highlights on the tree are too solid and connected, I just broke them up a bit.  I'm also not sure if the light would reach to the underside of the right branch.

I darkened the dirt at the bottom a bit to kind of diminish it more as it gets lower.  I don't know if I'm a fan of the two big chunks of dirt repeated over and over, but that's probably more of a style thing.  The bits of black at the very bottom makes me think the ground is floating in midair, so I'd either make it the same dark grey as the rest or show more of the ground to reassure us that it keeps going down.

The blacks in the grass seem kind of harsh, and the grass looks pretty stringy to me, like somebody tossed a lot of vines/green string all over.

The top of the tree needs some help, but I'm not sure what, sorry I can't help on that point.  ???

Sorry if I sound overly negative, I really do like most of this mockup.  The broken fence, hills, moon and HUD are all great.  I'm not sure what the little guy is doing but he looks fine for being so small.

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Pixel Art / Re: WIP skeleton sprite
« on: June 22, 2007, 03:27:34 pm »
Quote
Oh, and I know my first palette was dull, I didn't intend for it to be the final color scheme anyway - I should've mentioned that.

Holy shit you didn't have to go and make it GOLD SKELETON, though! Unless... you want it gold, I guess.

Haha, I was thinking more of a yellowed, sandy skeleton, but as I added contrast and saturation (you guys are always on about contrast and saturation!) it did get really golden.  I don't find the idea of a solid gold skeleton terribly abhorrent either, but if nobody likes it I guess I should change it.

Arne, holy crap, that illustration is beautiful and is really the shape I was going for.  I'll have to remember about the reflecting colors saturating each other.

EyeCraft, that is a neat way to approach the ribcage which I wasn't even considering.  I think it gets lost in the background here but I like the design.

Sherman, while the cleaver was kind of an afterthought, your edit is fantastic.  The highlight on the tip adds the most, I really need to focus more on lighting.

Actually I may shelve this guy for a while to work on something bigger, but thanks a lot for all your comments and critiques thus far.

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Pixel Art / Re: WIP skeleton sprite
« on: June 20, 2007, 10:34:40 pm »
Yeah, that's what I was going for, stylized.  Personally I don't like trying to do realistic proportions on a small scale, I prefer to show more character (though whether I'm good at it is another matter).  My biggest problem is lighting, probably because of the modular way I put him together.  My excuse for that is to make for easier animation: bob the skull and the ribcage seperately from each other as he moves, and animate the arms and legs seperately.  Perhaps that's a bad habit.  Additionally I could collapse him or blow him apart into his component pieces.

I love the edit, Helm, I can already see a lot that will help me fix him.  A couple things, though - I know that individual pixel differences are noise at the typical viewing size of a monitor, but in a game I'd expect him to be blown up 2x or higher.  That's why I wanted to have some details like the teeth, which could even be animated.  Was that particular edit in the interest of removing noise?  I'll have to experiment with more contrast in that area.

Another thing I noticed in your edit was the ribcage.  His midsection looks tilted away from the viewer a bit, when what I intended was more of a barrel shape in line with the head...although maybe I'm working too small for details like that.  Showing each rib does make him pop more as a skeleton.

Oh, and I know my first palette was dull, I didn't intend for it to be the final color scheme anyway - I should've mentioned that.  I just started going and ran into the arm issue and wondered how it could be fixed while maintaining the style as much as possible.  I do like your palette, though.


EDIT: Update with a few different tries.



Feel free to ignore the cleaver thing, just messing around.

7
Pixel Art / WIP skeleton sprite
« on: June 20, 2007, 08:10:58 pm »


Trying to do a nice little skeleton enemy, no project in particular, just practice.  I've got a couple of problems: first, I think the ribcage gets too busy with the back half of it darkened in, but I'm not sure of another way of doing it at this angle.  Second, his arm gets lost in the mass of greys.  I think it'd be easier to read when animated but I'd really like to be able to look at a standing sprite and tell what is what.  With such a small sprite I can't just outline it in black...should I add more colors and make his arms really white and his middle dark?  How would you guys do a skeleton sprite like this?

I looked at some references from different games but the typical skeleton is usually either straight-on symmetrical or a couple jumbled white pixels.

8
Pixel Art / Re: [WIP]Cat on steroids
« on: January 21, 2007, 09:30:18 pm »
Yeah, I was going to mention the human arm thing too.  Remember that cats (and dogs, and horses, etc.) are walking on their "fingers" and the elbow-looking thing halfway up is actually the heel of their "hand."

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General Discussion / Re: Video game is not art - Hideo Kojima
« on: January 21, 2007, 03:32:40 pm »
If games themselves are not art, then what about the concept art created for them?  Is the term "concept art" misleading because it isn't really art?  And if it is, what's lost in the translation to realizing it in game form?

10
Pixel Art / Re: Some kind of berry man.
« on: January 21, 2007, 02:26:25 pm »
Thanks for the kind words.

I wasn't really trying for realistic anatomy, just the same sort of stylized angles and curves as the face.  The main reason I stopped where I did is because that's where my sketch stopped, and I realized I shouldn't do a full body at that size before I've practiced a bit more.  Plus I really like his bicep just hanging there, reminiscent of a juicy drip.  :)

I don't mean to rationalize a poor design choice.  What don't you like about the body?  Where should I have stopped, the base of the neck?  Otherwise, is there anything I could have done to improve the body?

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