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Messages - vellan
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Pixel Art / Re: Twinsen Tiles
« on: July 27, 2007, 07:08:31 pm »
the transition from Foreground to midground on the stone buildings is shown through darkening/shadowed...yet the roof stays the same color. they are also on the same plane as the 1st row of trees (visually) yet the trees are not darkened/shadowed.

if you are going to show depth via that method, the rest of the scene needs to share it.

Pixel Art / Re: Sidecrollin' excessively tiled fun fest 2007
« on: July 26, 2007, 11:28:07 pm »
new version looks much better :)

Pixel Art / Re: Sidecrollin' excessively tiled fun fest 2007
« on: July 26, 2007, 12:34:45 pm »
it is just dying for some contrast. looks like i am seeing it through a thick smog.

the actual tiling seems great, but it is extremely hard to tell at the present contrast (or lack thereof)

Pixel Art / Re: Ash(ley) from Evil Dead?
« on: July 05, 2007, 01:25:54 am »
she has really....manly....legs


Pixel Art / Re: gamemaker project
« on: July 04, 2007, 09:28:15 pm »
lovely stuff kenneth

couple quick comments:

- with the cacti bulbs looking identical in the fore and midground, it decreases the sense of depth and seperation. maybe consider coloring/shading the midground ones differently?

- the windows and doors would be a prime place to add some different colors to the scene (shutters, drapes, doorknockers, flowerboxes, etc). This is pure polish and since it is WIP you may have already thought of this for down the line.

- I can see the dips in the roof platforms causing issues (wither the character will have to float, or the character will dip down for a very short period of time)

- the village scene lacks the midground objects of the cacti scene. maybe something as simple as bushes, trees or other faded buildings could proide the same depth.

all-in-all, i can't wait to see more.

ps. get Glu to work with us so you and I can collaborate :)


Pixel Art / Re: Bibi the Fueler.
« on: June 26, 2007, 09:45:25 pm »
welcome to the boards rob - have been a fan of your work for a while via deviantart and cgtalk.

in addition to adams good advice, i would also add that adding a direct light source from an angle will help with adding volume to your character.

Pixel Art / Re: WIP skeleton sprite
« on: June 20, 2007, 09:14:14 pm »
helms reads much better

Pixel Art / Re: this time a hand made character- need crits
« on: June 12, 2007, 01:48:54 pm »
imo the largest problem is the complete lack of a light source. every edit you change poses and guns, but the form and volume wont ever be there because there because there is no light hitting anything.

Krut's edit started to roughly add a direct light source and it worked wonders.

i totally agree with helm

Pixel Art / Re: Some ongoing DS stuff (lots of pics)
« on: June 01, 2007, 09:11:57 pm »
when going very low-poly, you are much better off picked style over realism.

kenneth fejer has some great examples on his site here:

presently your models don't read right at all imo. keep it clean and identifiable.

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