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Messages - Pix3M
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211
Pixel Art / Re: Animated Tank
« on: May 19, 2013, 10:00:24 pm »
Seems like something you might want SFX to convey instead. I'm not seeing how this problem is solvable.

Either that or a super-cartoony style might make the huge bounce make more sense as long as things move in arcs.

212
Pixel Art / Re: Tile Practice
« on: May 19, 2013, 09:31:12 pm »
Thanks for the comment. Somehow I have a hard time seeing where I should actually place the colors. Like, when I made that one, I didn't know where to put the colors. So I decided to pick a spot where the lighting source would be and started from there.

Although if you have any other tips on how to see where you should place colors then that would  be great.   

Here's the fun part about art that tutorials often don't really tell you. If you are unsure about how to draw something, see where a reference could take you. Look at a photo reference of a wood texture or something and at least apply what you observe about what a wood texture looks like. If you're not looking at a reference, you are kind of taking a risk when you don't "remember" what a wood floor looks like.

213
Pixel Art / Victorian-inspired living room [WIP]
« on: May 19, 2013, 06:31:22 am »


The stuff stuck to the bottom-right corner was stuff I was saving in case I might wanna look at that later. Forgot to remove that to make this more presentable on the forums but what the heck. The random rectangle which our character is sitting is gonna be one of those fancy armchairs.



So, I'm looking to improve on my craft of tilesets. This is not made for any particular game project. I would like to make a Victorian-inspired living room with a character quietly reading a book. I also intend this to be as well-rendered as what I manage to do with this earlier experiment:


(Canopy tiling sucks but I learned a lot from it seeing how SD3 is better at the same tiling approach I copied.  :()

I'll be posting my progress as I go.  Let me know if there's anything at this early stage that is worth pointing out. Color scheming, proportions, perspective, interior design, stuff about the big picture. I feel a bit clueless with the couch as I'm noticing that RPG perspective looks weird with vertically-elongated forms like the sofa. I haven't studied Victorian/steampunk stuff enough but it's a setting I'm interested in gaining a bit of familiarity.

214
Pixel Art / Re: [C + C] bows
« on: May 18, 2013, 02:41:28 pm »
It's a boring bow, even if it is meant to be a simple bow. There are more interesting shapes bows can come in, even if we are dealing with a functional, realistic one.

215
Pixel Art Feature Chest / Re: [WIP] Platform Game
« on: May 12, 2013, 11:46:58 pm »
Pix3M: thanks for the info that's very useful, but how do i do that creating tiles that can have multiple intercalated branches? In the end is not the leaves that are displaced at random, its the sum of depth + branches + leaves. and they must look cool when placed side by side

This is a problem I need to spend more time with. However, looking at how Seiken Densetsu 3 tiles their leaves, I copied the manner they do that:



You can easily see the tile grid with the canopies but it gets the job done of hiding the individual trees by basically blending them into each other.

216
Pixel Art Feature Chest / Re: [WIP] Platform Game
« on: May 12, 2013, 05:51:21 pm »
Leaf placements? I've did some super-quick studies of trees to get the general gist of how leaves are arranged within one branch. They are nowhere near as random as I used to think of them, because leaf placement only seemed random because I only looked at trees as a whole and not got more intimate with the actual anatomy of a tree.

Some of the leaf placements suggests to me this sort of texture: http://fav.me/d1ozg93

I think that can be avoided if we arrange the leaves more carefully. Wherever you choose to place your branches, leaves should spread out away from them: http://fav.me/d24opt1 http://fav.me/d54fxbn http://fav.me/d3fooo0 http://petersonphotos.deviantart.com/art/Stock-Branches-and-Leaves-127335289

There ought to be more sources for how leaves are arranged within a branch but hopefully what I shown you should give us some idea of what sort of references to seek out. Once I realized that's what I ought to look for, foliage became a lot more intuitive for me.  :)

217
Pixel Art / Re: My first "detailed" sprite character
« on: May 10, 2013, 11:06:50 pm »
Pix3m, that looks pretty nifty, I'm not for sure if you could tell the hair was a long pony tail though ha ^^ And I'll try that Seiseki. Thanks for the quick response guys!

Then I disagree with the character design.  :o

Often you want to think about what their silhouettes look like. Remember those "Who's that pokemon!" minigames? I went with spiky hair because it creates a more interesting-looking character.

218
Pixel Art / Re: My first "detailed" sprite character
« on: May 10, 2013, 09:18:38 pm »
I have no idea what I'm doing.




If the image is too small, just click and it zooms in for you.

219
Pixel Art / Re: [WIP] Grass floating island tileset
« on: May 06, 2013, 07:48:12 am »
Looks like quite a good dirt texture, it's hard to tell if there is a grid at all. However I don't like the triangularness of the shape. Try making textures with more roundness kind of like this:



Interesting example... that one is obviously made of a tile grid. o.O

220
Pixel Art / Re: Gorillaz
« on: April 23, 2013, 07:23:33 am »
Anyone notice the slight tilt to the head? I feel that is a very subtle detail that is a major difference from.something a bit dynamic and something a bit too symmetrical to be interesting.

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