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Messages - TrevoriuS
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Pixel Art / Re: WIP: HEY! Watch out!
« on: June 13, 2011, 05:25:01 pm »
turn his head into another direction, it makes him look less focussed. then have him hold his sword down (nearly vertical) to enhacne this feeling; extend the canvas or move link more into the picture if necessary.

Then there's indeed the lighting, I'd expect link to be lit from the back (because of the fairy and mosnter and stuff) and mostly gray / dark blue in this dim blueish light; perhaps have the green and yellow shimmer true in the rim light though to make sure people get the actual colours.

The monster looks too brightand you may wish to add some shady unclear stuff / details in the black area on both sides as they currently more feel like cropping the image into a square rather than part of the image.

Just some suggestions :) I really like the shapes and detail going on for all the rest

Pixel Art / Re: 32x32 Topdown
« on: March 03, 2011, 11:07:57 pm »
When I compare my (gamma lacking, calibrated) laptop screen to most self standing lcd displays (most commonly setup in factory defaults) I see that I sometimes lack the range to display subtle gradients on the laptop, but the separate screens are so overly vibrant (most often) that half the colours are fully saturated on display while they're far from it in the settings. Therefore with this description and you getting that reaction very often, I think it is indeed a common calibration issue trying to make the image prettier rather than correct by adding vibrance to colours. It feels like I see the image in the top left (your original) and people defscribe the image in the top right; yet with very minor desaturation and only slightly darkening (by adding contrast) the image I think a result can be attained which looks recognizable and much more correct on more screens than just your own. You are limited in range and capabilities due to others' poorly calibrated monitors combined with your own calibration flaws and I'm afraid that's what always will be...

General Discussion / Re: patratzel: an exquisite corpse application
« on: November 24, 2010, 12:04:04 pm »
I'd say start with corners only, and then tiles which have at least 1 edge available of other tiles (so indeed, make this tile NOT available)

Pixel Art / Re: 16 Color Palette
« on: September 05, 2010, 07:32:50 am »
I adjusted brightness and contrast in some of the originals before applying a nearest colour algorithm with a couple of changes that might even make the palette work somewhat better, although some of the changes you made are quite good. Just do not get deceived with luminousity. If you change the saturation or hue the luminousity is subject to change, this is because 100% red and 100% blue are just as saturated as magenta (2 colours on 100%), so just changing the hue would make the colour twice as bright. I think this may have led to some mistakes, mostly in these extremely light values. The top 4 I would all replace with either the yellow or the white, and I'd prefer the yellow to be a little darker to stand out of the white. With this in mind I started playing with the palette; without painting myself however. Here's the result for you to learn:

Pixel Art / Re: 16 Color Palette
« on: September 04, 2010, 02:54:14 pm »
I just tried using the palette and immediately I began to get the feeling as if you didn't use the palette at all so far and I'm definately not impressed by the way it's setup. Alot of colours have similar luminosity and some very common colour ramps  simply can't be achieved.

While making this tree I found important colours missing, things not combining.

At 1: the gray doesn't mix with the green and yellow as it is equally luminescant, why isn't the yellow brighter than the green. Hue blending from gray/blue or even purple through green resulting in yellow is much more common than a ramp that uses a bright green at its end or a ramp that uses yellow as its center colour. The colours at 2 are all the same when put next to eachother. They can't be combined as neither stands out across the other.

Then at 3 you have a dark brown that is between 2 blues, I don't want to use that brown unless it's lighter. Taking the brown at the top right of the colours I arranged around 3 and desaturating that, then desaturating the blue directly below slightly would make up soemthing much more useful. Then the grey needs to be fit into that with a different luminousity.

Now I adjusted the colours to fit my tree but most of all keep making stuff with the palatte, make it pretty by adjusting the colours and then see if you can change the colours on all images simultanously while retaining their beauty. It may be that some images will go out to use different indexes of the palette but as long as with some colour swapping they'll retain their readability and prettyness your palette is improving. Draw alot, make use of it alot. That's what makes it a 'generic' palette.

2D & 3D / Re: Question: isometric in 3D
« on: September 02, 2010, 01:53:20 pm »
Going with isometry is possible in 3D by using ortographic cameras. This simply removes perspective, and if you'd rotate the scene 45 degrees around the up-axis and 28 around the (local) side-axis makes it more or less isometric. Or do that to the camera instead of the scene if your 3D application supports more than default front,side,top and perspective cameras). This way you can create isometric art, but I find matching pixelart and 3D renders quite much harder than sticking to one medium, so good luck with that!
Example of how a basic 3D cube with some extrusions simulating a building would appear in issometry:

2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 22, 2010, 10:31:41 pm »
In fullscreen mode its nicely readable on my big screen; though with a bright background around it (the image being windowed, or in this situation just on the page of the forum), as well as on my laptop screen it shows as near shilouettes. Although the stars and mushrooms are visible, I suggest you compare this more to the previous display of imageinary which looks just fine on any screen; because although an image may be nice in some cases, it should be in all, regardless of anyones screen settings. Very appealing work though, the layers should read somewhat more clearly even after readjusting the colours I think, but the way the light is arranged it really pops out nice with an effect of nearly contours still displaying texture of leaves on the trees. I'm definately glad you keep going on with this, as I have been looking at its previous level from a learning perspective for myself as well.

General Discussion / Re: Style...why?
« on: May 04, 2010, 07:18:36 am »
In my experience style tends to be a mark of workflow in personal art. If you are looking at a specific style of a game on the other hand, it is often a conscious choice that adds recognizability and identity to the game. It'll be more memorable and people will immediately know from a single picture which game it belongs to. This style too is createad most easily by having a defined workflow on it, but style can also be added with conscious comparison to the style while making something with your own workflow.

What makes a style look the way it does? Arachne's dithering, Helm's construction on a technical basis? It leaves recognizable marks, but when drawing something yourself, you can maintain that style by copying the resulting elements of the workflow that create or define the style.

To reach an own style is something I too saw oftenly discussed and never understood. Doing art alot makes you work in a specific direction because it's most easy for you. If you wish to communicate a message, why try out new stuff if you can do it the way you do and it looks good? Even within that style, or workflow, you can improve your art quality, so why worry about trying different methods? If you are still developing, you're often having a scattershot at methods and aren't consistenti n them because you are looking for a way to have your art look better. Although this partially is workflow, most of it will come through experience and practice of art. Therefore, if you try and maintain alot of workflows, or copy alot, you can in fact have multiple styles that you can apply to your knowledge of art.

Just my subjective 2 cents

Pixel Art / Re: Muscel Cat (Help)
« on: May 03, 2010, 02:59:09 pm »
Even though, with that kind of extremely cartoony mugshot, do you intend to give that a realistically anatomical humanoid body? What is your intention with this and what is your image to achieve?

Pixel Art / Re: [WIP] The girl has a red skirt but no hair yet
« on: August 30, 2009, 02:47:13 pm »
Here's my stab at editing it, tried to give some more depth to the dress, and brought colour count back to 6.

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