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Messages - HarveyDentMustDie
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11
Pixel Art / Re: How to gte more appeal?
« on: August 28, 2018, 08:29:08 pm »
Hi, it's always hard to judge fantasy characters like this and critique anatomy, cause something may have been done intentionally.

Trouble I have is head appears quite close to his left front shoulder, like it can almost touch it, but then again his neck starts at almost the same point and twist outward. It would be strange physically to bend neck so sharp (regardless of neck joints) in order to create enough room to bring head back and so close to the chest/shoulder in that specific area. Another possible reason for that is fact that top neck spikes don't curve back to the right and into the fur, they just disappear.

Another thing that's maybe not important but it's noticeable for me, his fang tooth in top jaw actually appear like one of the frontal two teeth which makes his horn disjointed and nostril may be interpreted as second eye.

Overall design is quite appealing and colors are great. I would avoid adding more colors you will just make it noisy, you just need to continue with current colors and try to even stronger render golden areas, and maybe add another bright fur layer in area close to neck. You have everything you need here you just need to meddle with it a bit more. :)

12
Pixel Art / Re: [WIP] House interior, door problem
« on: August 28, 2018, 08:18:27 pm »
Hi, I agree with @eishiya about noise and how shadows will contribute to overall look.

Main problems are noise, colors and in my opinion consistency of light source.

Noise can be reduced by better rendering of specific textures (like wood in this case) and possible reduction of used colors, or attempt of reusing them (which you already did at some places :) ). I see that you have patience and wish to make it work, you just need to simplify lines some time and group them when ever you can into one shape. It's like you are overthinking it, especially in smaller elements you draw them like they are stand alone pieces and not part of something bigger.

Colors can be adjusted, and it's all based on personal preference, some people like more saturated and strong colors, some people prefer softer approach but there's definitely room for improvement here. You've tried to achieve contrast trough low saturated almost gray floor and more colorful elements like table and chairs. I would suggest experimenting with level of darkness as well next to hue.

Consistency of light source is disturbed in some elements and areas because you have impression that you will render them better that way. That may be true but then you need to adjust the rest of the scene to match it. In your case most dominant is top down light but then on some elements it's diagonal.

I've made small edit, I don't have the time to work trough whole scene and polish it, it's more to show possible alternative solution for your troubles. I hope it helps. :)

 

PS Think about how some elements are far from the wall, for example to me it appears like there's room behind a bed that person can get behind it. Main reason for this confusion is that eye use other elements to determine size and position when something is off eye may read it wrong.

13
Pixel Art / Re: what about my pixel torch gif?
« on: August 28, 2018, 07:17:52 pm »
Hi, I think your animation needs more upward motion. Currently it moves like some sort of gelatin on the bumpy road. :)

Also try to observe fire as a volume, which increase in size constantly and when it becomes quite big it loose one part which fly off vertically and it becomes smaller again in order to repeat process of growing. By combining this with horizontal movement you've already noticed and applied in your animation you should create something nice.

I've made small edit with same number of frames, it can be made better with future adjustments and maybe even additional frames, but it's enough to show idea I've explained above.



Last thing, which is also quite important, this more resembles wall mounted cup with burning coal (or something like that) to bring light into dark hallways, than actual torch but that's not the point of requested critique. :)

I hope this was useful for you. Best luck. :)

14
Pixel Art / Re: Running animation
« on: August 28, 2018, 05:16:33 pm »
Feel free to use it how ever you want. :)

15
Pixel Art / Re: Running animation
« on: August 28, 2018, 12:45:53 am »
Hi, I didn't had enough time to polish this one out but I've tried to provide some directions and what you can correct. Maybe my edit doesn't fit game idea but points are the same.

1. In order for sword to have weight you need to give him some better motion during strong action like run
2. Because animation have low number of frames most of the frames can be considered key frames and you didn't get all important poses here. In "animator's survival kit" there's ton of useful notes on that. Generally there are frames which are strong and they define action and inbetweens which are less important but they give animation smooth and defined look. So you have mixed kind of poses here and you loose action there.

In edit poses require further refinement but they are closer to key poses.

3. You can include some horizontal motion in waist cloth along with vertical one since hips move during the run action, and also your cloth poses are the same in opposite frames for example 1 and 5, 2 and 6 etc. which makes all this a bit more stiff than it should be.

4. Regarding hair I know that you wanted to portray dreads and define them but you can do that with color instead (brighter and darker colors) and then give hair better motion since you don't have to worry about the gaps.

5. Shadows can help you in this kind of cases to better define area where legs overlap, especially in pants area.

I hope that this was helpful. :)

I wish you best luck with new game, previous one was quite interesting and unusual. :)


16
Archived Activities / Re: Secret Santa 2017
« on: December 26, 2017, 03:32:39 am »
Thanks for the gift Fry, it's very cool. You can never miss with wild west in my case. :)

Tomic, I'm glad you like it. I've tried to combine few different things you like, it was a bit in the last minute but I'm glad everything went well.

Great job everyone and again big thanks to Crow for all this.   :y:;D

17
Archived Activities / Re: Secret Santa 2017 Sign-Up
« on: November 15, 2017, 12:57:32 am »
Count me in  ;D

I like:
- Wild west
- "Bonelli" Italian comics and characters
- Horror stories and games like Dead space, Silent Hill,
- Gravity falls
- Vampire Hunter D
- Post apocalyptic stuff

18
Archived Activities / Re: Secret Santa 2016
« on: December 25, 2016, 02:31:02 pm »
Thanks odedrt9 for a nice gift, it's good idea to combine characters. Thank you Atnas for his effort to organize this.

Great job guys, I really like atmosphere in tomic and Mr_Hk gifts. :)

Merry Christmas and happy holidays to everyone. :)

19
Archived Activities / Re: Secret Santa 2016 Sign-Up
« on: November 21, 2016, 11:12:06 pm »
Count me in  ;D

I like:
- Wild west
- Bonelli comics and characters
- Horror stories and games like Dead space, Silent Hill,
- Gravity falls
- Vampire Hunter D
- Post apocalyptic stuff

20
Pixel Art / Re: KS screen
« on: October 09, 2016, 06:22:49 pm »
That bounce after hitting the ground doesn't help it just makes it look strange. Dust shouldn't disappear so fast in the stage where there's big amount of it, give it some disappearing effect which still keeps the momentum, you still have plenty of frames for that.

If you already want to get DB effect maybe you should check how they did it.


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