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Messages - lilwing
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Pixel Art / Re: Very small game character
« on: June 21, 2011, 11:39:15 pm »
Where's the carpet python in your work?

Pixel Art / Re: [wip] Mr. Cuddles
« on: June 10, 2011, 11:54:42 pm »
Bumped for update. Please see original post.

Most recent work (these are all incomplete, some more than others):

Rough draft walking animation:

Pixel Art / Re: Lava/Volcano Golem [C+C]
« on: June 10, 2011, 03:23:55 pm »
The palette isn't just primarily red, it's practically monochrome! You should get some more yellows, purples, and oranges in their and crreate a more unified palette.

Pixel Art / Re: Mario
« on: June 07, 2011, 05:29:30 am »
Another point to add (pardon pun), perspective drawing isn't limited to a single point horizon. Multiple point algorithms are more realistic and should be pondered while you're working with a fixed point of origin.

Dick Termes is a personal favorite local artist of mine, and he does six point perspective art on spheres. This is one example of perspective drawing taken to the extreme. I'm sharing this so that you don't confine yourself to the bounds of single-point perspective.

Pixel Art / Re: [wip] [NES] Mr. Cuddles
« on: June 05, 2011, 03:12:57 pm »
Bumping this thread for a progress update. Looking forward to some critiques on my work.

Pixel Art / [wip] 16 color portrait C+C
« on: June 05, 2011, 12:31:04 pm »
This is my first portrait ever. Spent about an hour on it. What do you think?

Pixel Art Feature Chest / Re: Castle Wall Shading Question
« on: June 02, 2011, 04:52:38 pm »
Your tiles aren't bad, but there is always room for improvement.

The castles I've studied are typically not made of brick, and your walls looks like a lego palace. You need to have a look at different methods of masonry, like dry stone and fieldstone masonry. Those methods often employ a use of similarly-shaped stones, but with occasional imperfections of shape. Speaking of imperfections, a gritty texture will make them look a little more realistic - moss, lichen, chips and indentations in the stone, impurities (say the stone is limestone, but with deposits of red feldspar), and so forth.

It's hard to get that kind of detail when you're limiting yourself to a few tiles, but you can get a really nice look and still eliminate the grid with just three or four tiles. Vedsten's edit does a good job adding detail, but it still suffers the grid.

Pixel Art / Re: Zomby
« on: May 29, 2011, 12:11:11 am »
Pixen has some nice features but constant frequent crashing makes it unusable for me, more importantly for me though was that with every save the images lost color information and the image/s become more and more desaturated.

This is the biggest problem for me; the palettes change and add colors.. lots of inconsistencies there. Occasionally the program will crash (I'm using a beta version, though) but that just teaches you to save frequently, which should be done regardless.

On the other hand, the larger the user base is, the larger the incentive the programmer has to fix the bugs.

Anyway, I'm sorry for going off-topic. Let's focus on your work.

Pixel Art / Re: Zomby
« on: May 28, 2011, 03:16:48 am »
Sometimes I use Photoshop for animation because I prefer the way its Layers behave in some ways, but typically I'll just stick with GraphicsGale. Photoshop is great for tweaking palettes though! Hue/Saturation Adjustment is a great tool along with Color Balance and Gradient Map.

Edit: Oh! And if you're animating in Photoshop, be sure to change it from Timeline view to Frame view! Frame view is completely straightforward for this kind of thing.

I have CS5 but I would never use it for pixeling. You should try Pixen. It's a little glitchy, but hey, it's a pixel program for Mac.

Pixel Art / Re: [WIP]Unhero's Art Dump (game mockup)
« on: May 26, 2011, 01:10:38 am »
I like the lineart on the truck. Eto horosho! (govoryu nemnogo russkiy yazyk)

Cafe looks better, now that you have some texture to the bricks, but it still looks flat because there are no shadows and the highlights are dull. You can add some dimensions to it by revealing the interior of the cafe and demonstrating the transparent qualities of the glass.

The sign is plain and I can't tell if it's neon or a billboard. Billboards have a cardboard-like texture and furthermore, I can't imagine why a billboard would have such a combination of colors. Neon signs should have metal ribs behind them and the bright green colors palette would match. You will have to choose one or the other before you continue. Another thing you should start thinking about is including some kind of graphic to include in the sign. Perhaps a burger and a coffee?


The paint job on the truck looks washed out. It should be shiny, right? This can be achieved with more contrast. Just up the contrast a bit, saturate the colors more and it should be better. The wheels should have darker tones of gray, and I've never seen a truck with Eisenkreuze for hubcaps, but I suppose you could make it work. The blue windows look better than gray, but they should have darker tones; bright enough to look transparent, though. What will really make the truck look real, once you've done all that, is the chrome plating on the bumpers and the reflective qualities of the lights on both ends. You really need to focus on these areas last and they need to have some wicked contrast. Once all that is finished, take a good look at the solid outlines and try to do selective outlining.

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