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Messages - Blackbeltdude
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Pixel Art / Re: My progress thread (Beginner)
« on: November 29, 2007, 09:53:13 pm »
Kinda looks like made some textures and then just kind of removed a tree shape. :P Seeing as you've got over 400 colors, I'm gonna guess that's pretty much what you did.

Now before I forget, I want to mention something about tutorials. Yes, people do have different ways of doing things, but fallowing a tutorial isn't going to mess you up. It's not like they tell you in a tutorial were to put every pixel to make a tree. What they usually do is outline the basic procedure to do something. For example, I read a tutorial on how to make trees a few years ago (can't recall it, but I'm sure someone will link to it once I describe it), and the most important thing I picked up from it was that trees aren't a sphere on a stick; they're a group of spheres on a stick.

What that basically means is that trees have branches and clumps of leaves, which yours isn't showing. Really though, the best way to learn how to sprite a tree is to get a bunch of tree references and go for it. I'd recomend doing that. (You could try drawing them from life too; you just want to train your mind how to make trees, it doesn't have to be in pixels).

From a technical stand point, the tree needs more contrast, and less colors.

I did this color reduction and contrast adjustment real fast just so you can see how it fairs better.

It's STILL not a tree, but it's at least a LITTLE closer to decent pixel art. Try using a low res program like MS Paint, because Pixel art is a low res art. Photoshop over complicates it, at least IMO. (It is nice for it's layers, and other little instant tricks, but I prefer paint).

Why don't you try drawing the lines yourself? Right now, it seems like line work is something you should get down first. (Afterall, usually you've got to draw something before you color it).

And don't be afraid of tutorials! You'll learn something good from them. :)

Pixel Art / Re: hero nut, first serious attempt at pixeling
« on: October 14, 2007, 07:23:54 am »
It's not too bad. :)

I really like the flow the cape has. (though, I'm not sure how it can just connect to his skin like that...)

One thing that REALLY sticks to me though, would be his legs. His front leg is so dark in relation to the front arm. The lighting is pretty inconsistent. Then again, you could be making his right leg the back leg... Which is something a bit unnatural when it comes to sprites. (At least with that view and angle). If that IS the case though, I'd say you've got to turn his body more for it to readily look like that. You could also give more depth to his belt.

And I'm hardly the person to be giving crits on anatomy, and even if this is suppose to be exaggerated and cartoon-like, I think it should be more consistent. (You must be though, since those pecs are huge). Like, the structure of his arms should match. (I don't think the left arm has a shoulder, and his forearm looks a bit like it's starting to melt). And, if you're going to simplify his arms like that, you might as well to it to his chest too. (Or you could add more detail in the arms). Same with his legs really; those look like some tight pants.

If this is your first serious attempt, that's pretty good. :)

Pixel Art / Re: Hello everybody
« on: October 14, 2007, 07:15:28 am »
Whew, I think if I were playing a game with that background, I'd get dizzy and have to stop. :P

Really, those are some bright looking patterns. What's the kind of look you're going for? It seems like you want something you'd see out of a Yoshi or Mario game. (I say that based on those hills). If you insist on those zig-zag stripes, then at least make them thicker/further apart/not so close. You should also add some depth to them, and change the lines to show that they're wrapping around something round. (Again, I'm just assuming you want something round, based on the hills).

This basket ball is a good example on the lines:

Notice how they bend? (Now, it's possible that they're meant to curve or something, but this should still show my point). The object is round and curvy, so the lines are too.

And like bengoshia said, you need to define a light source. You're at least showing depth by making the "hills" further back dark, (which isn't what you want to do, but works to show depth). When things are going into the sky, they start blending with with it's color. So, instead of making those hills darker, you should make them lighter and bluer. (Depending on how far back they are of course.)

Also, grass isn't flat.

Your grass shouldn't be super tall or anything, but you should show some stands or clumps of it. Doing that will make it look a lot more like grass.

I think you should also try to keep your sprites and background look, "correct" together. That lizard looks out of place because it's got earthy tones, and isn't too vibrant. (But I think you should tone down the vibrancy in the characters and background anyhow). In any case, no matter what graphical direction you go in, it should look like they're suppose to be there.

And I don't know what those balls at the top are suppose to be, but they'd look better sprited. :P And you should keep your text consistent... Size could change I suppose, but I wouldn't change the color and outlines like you've done. Try to make it look similar so it doesn't look so slapped together. And you could make a new icon for the lives instead of just taking the character's head like that. :P

And what sprite sheet did you color exactly?

Pixel Art / Re: Castle For A Game ( c&c wanted )
« on: October 05, 2007, 10:07:54 pm »
I'm digging the style. :)

You could experiment with the shading for that room though. I've seen it done as you have it now, and I've seen it done where the darkest shadows are on the back wall, and the lighter shades are on the right and left sides. (Basically, reverse of what there now, if that was too wordy... >.>)

I also think it could benefit from another highlight color or two. (Just on the outside). I think that'd really give it more depth, and roundness, and could even compliment the purple shadowing if you use a yellow hue for the highlights.

On a final note, I think the bricks could use some texture. Nothing too major, but some dithering or something so we know the walls are rough. (As castles tend to be).

I can't wait to see how the floor looks. :)

Pixel Art / Re: gamemaker project
« on: October 03, 2007, 05:06:50 am »
I think you could probably fix it up if you just toned down the contrast in the trees... make them blend into the background more.

It's also possible a third layer of trees could help too. (One more that's far back) Then I think it'll make it look a lot more like a small forest back there. Like Jad said, they're pretty tile-y, and possibly because of that, I can see the sky behind them. Which doesn't really make sense.

I really think less overall contrast in the trees, and another layer to represent further trees would make this look cooler. :)

Pixel Art / Re: [NUDE] Help with anatomy?
« on: October 01, 2007, 12:01:24 pm »
I think the most important part you said was how I need a proper reference for this sprite. And since I don't have one, I think I'll just call what I've got now done, and take what I've applied from this, and use it on another sprite. But this time, I'll use a reference. ;) (I'll just stick to the exaggeration that this sprite gives).

Thanks for all the crits everyone, I really appreciated it, and I'll make sure that the next anatomy heavy sprite I do includes all that you mentioned! :)

Pixel Art / Re: [Nude] my first post c+c
« on: October 01, 2007, 11:56:03 am »
It looks pretty good to me already, however:

-I think you could do some sel-outing to the outline.
-Her right hand seems a big manish and big compared to the other hand.
-There are some parts that could use some AA, like the forehead, knee to foot, and the back arm.

And I think if you're going to dither it, you might want either another middle tone so it blends more with the shadow tones... Or, you could see how it looks without dithering. Right now, it has a kind of rough in texture because of the contrast the dark shade you're using for most of the shadow. (IE, the peach and gray tones). I think you can pull off a nice smooth look with the dithering, but you'll need to adjust your contrast and maybe hues to do so.

Pixel Art / Re: [NUDE] Help with anatomy?
« on: September 30, 2007, 12:16:27 am »

Well, I didn't see a problem with the fist she was leaning on... but I thought I'd change it to an open hand and see if that looks more comfy. I've also tried to fix up the feet again. I'm not sure what you mean about the hand on her hip and the legs though...


Pixel Art / Re: (WIP) Man with pen
« on: September 29, 2007, 10:51:38 pm »
Need some advice:
1)About hand
2)About how face can be in this image

Well, I would start with getting some better contrast in the colors... maybe make some of them more saturated too, like the hair for example.

But I also think you need a solid light source. Right now, it SEEMS like the light should be coming to the right and somewhat behind him. (Based on how the arm is shaded. But then, the head doesn't fallow the same light sourced as the arm. I suppose it could be coming from the left behind him a bit, but then his chest needs to be darker too. So, you should pick where the light is coming from.

It also seems to me that his head isn't in proportion with his ears... those ears are somewhat small and up too high.

I just googled for this real quick, and the image quality is terrible, and it's a woman, but it should still help:

I'm sure someone will come along and do a neat sketch to better show these points, if this doesn't do it. But you can at least use this to get a good feel to where to put the features.

Now looking at the hand, I'd say you intend that he should hold the pen, as if he were to write with it, right? So, holding it up like Sam-uk suggested probably isn't what you hand in mind. Personally, I've always found that pose for the hand is a pain in the ass to draw or pixel, but here's a decent reference for you:

Given the angle, you might want to move his arm down... but you could flip around that ref and see if it helps some. And I think before you go in and add nails, which can also make it look odd if you don't do it right, you should get the hand down. I'd avoid using pink for for the nails though, since it seems to girly. You'll probably want to use the skin tones to show them very subtly.

Good Luck! :)

Pixel Art / Re: gamemaker project
« on: September 29, 2007, 10:33:44 pm »
I really like the simple clean look everything has. It's pretty cool. Aside from what everyone else has pointed out though, I'd wonder how the houses would be if they looked a little older... like maybe a crack here or there, or some brick could be showing or something. Just something to give it more character.

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