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Messages - Yngar
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1
Pixel Art / Re: Eh, yup. Grass tiles. [CIP][W+W]
« on: July 27, 2013, 09:06:30 pm »
I really love this style. The contrast makes it look like you are standing in front of a huge wall. It makes it look very large and majestic

2
Pixel Art / Re: New Avatar
« on: July 27, 2013, 05:11:47 am »
I think the piece would be a lot better with legs. We can't really tell you how to fix the legs unless you put them on there first.

3
Pixel Art / Re: 8 Frame Walking Animation - First Time!
« on: July 26, 2013, 11:58:24 am »
The neck helps but cut the head bob back some. The concept of rendering a nose seems to be an eternal challenge for pixel artists but its always going to have that babyface look without it. To get an implied nose try breaking up the symmetry of the shadow under his eyes, make it look more like shading and less like a crease in his face.

Are you intending to make a template here or a character?
There is a lot of character to put on a face, for example I added the nose in that edit, and also widened the mouth a bit and that changed the character of it a lot.
If its a template I would just leave a space for a nose and not think about it too much. That way if you were to make characters out of it it kind of forces you to think about that space and make it distinct each time.

The legs still look a little chubby, especially around the calves on the back of the step. Taper those down, and make them get smaller on the back of the step to give it some depth. Also his right leg and foot seem to be pointing inward. I would point both of the feet away from the body a bit more and that should look a lot more natural.

4
Pixel Art / Re: Autumn - C64 Picture
« on: July 25, 2013, 03:31:57 pm »
I like your use of the C64 palette. The left side looks a lot better than the right in my opinion (once the perspective gets fixed). The leaves on the ground on the right are a little too repetitively spaced out. Maybe make the leaves more sparse, but piled up in places like under the trees, and against fence posts where leaves would realistically pile up with a light breeze.

In addition to the perspective of the house, the perspective on the stones in the road should be changed accordingly.

5
Pixel Art / Re: [C+C][WIP] THRASH: Orange vs. Blue
« on: July 24, 2013, 02:38:45 pm »
Now that looks a lot better. Awesome stuff  :y:

6
Pixel Art / Re: 8 Frame Walking Animation - First Time!
« on: July 24, 2013, 02:37:51 pm »
Its definitely looking better. That muscle flash thing is kind of terrifying. I think the form needs a little more work before you go into muscle shading (also that muscle shading is a little too intense).
I think the legs could use more definition, especially around the calves and feet. He kind of has elephant feet at the moment. The line across his hips also doesn't need to be there.

7
Pixel Art / Re: [C+C][WIP] THRASH: Orange vs. Blue
« on: July 24, 2013, 02:16:09 am »
Speaking as a game designer, the punch animation doesn't reach very far and has a lot of leadup to the hit. If this were used as is it would be very difficult to hit an opponent because they would have to be almost touching you, and they would have a decent amount of time to get away. I would recommend having a quick start to the punch, and a longer recovery. Maybe you could even incorporate a short forward dash with the punch to extend the range.
That is all strictly game design concerns, it may not be what looks best.

I like the walk style, I think it fits well with the retro aesthetic you are working with.

If I were the designer on the game I would probably want to tweak the speed of the walk and boost animations, but its a pretty trivial thing to change so I don't think its really an issue here.

8
Pixel Art / Re: 8 Frame Walking Animation - First Time!
« on: July 23, 2013, 08:41:47 am »
I noticed a few things looking at this.

Firstly with the head bounce. It looks kind of strange that the head would be bouncing but the shoulders stay still. The only reason the head should bob like that would be because the whole body is moving, and the head is following the spine.
This leads into my second comment, the whole thing looks very slidey, move that body some. The head should be connected to the movement of the shoulders, and maybe have a bit of delay as it adjusts to the bounce of the whole body.

The last thing is the hands. Its probably because the shoulders are so narrow compared to the hips, but it looks like his hands are just rubbing the sides of his hips instead of hanging freely. You have included some anatomy here that leads me to assume that this is a male figure, but the profile looks very feminine because of those wide hips and tiny shoulders.
Either way, the arms would probably look better going straight back and forward, with a little motion toward the inside at the apex of the arm swing.

9
Pixel Art / Re: Manly Sun God
« on: July 23, 2013, 08:27:47 am »
I think if you want to get that polished gold look you can really crank up the saturation and contrast.

Here is a quick color edit I did, its not perfect but I think it gives it more of the glow that gold has.

It could probably use a hair more orange in there.
Oh also I figured since the eyes and beard are already a different color than the metal would be with that lighting, might as well put a darker color on the iris to give it more definition.

10
Pixel Art / Re: Manly Sun God
« on: July 23, 2013, 12:45:20 am »
What kind of material are you going for on this thing? I have seen those type of things made out of metal, polished wood, and stone. Each of those would reflect light very differently.

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