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Messages - DragonDePlatino
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Pixel Art / Re: Astroids
« on: February 06, 2015, 04:56:44 am »
Well, for starters, you need to be using some references. You're not even close. THIS is what an astroid looks like:



Hee hee, math humor! Anyways, here's what you're looking for:


When you're drawing an asteroid you're going to want to take the same approach as when drawing a sphere. Draw a rough-looking sphere, then break up the outline a bit and add some pockets. It's that simple, really, and there are lots of pixel art tutorials out there on how to draw spheres.

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General Discussion / Re: [Request] 6-Bit RGB Palette
« on: December 19, 2014, 01:18:41 am »
Well...it's just about the best I could do. Like Dawnbringer showed here, the 6-Bit colorspace is split into two kinds of color...Fully-saturated primary ramps, and then scattered secondary colors. It was easy enough to set up the primary ramps on the even rows of my palette, but I really was at a loss of what to do with those weird little desaturated secondary colors. In the end I opped to just shove them on the odd-numbered rows in order of perceptual brightness. Their hues and saturation are all over the place so they aren't really intended to be actual ramps.

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General Discussion / Re: [Request] 6-Bit RGB Palette
« on: December 18, 2014, 08:02:04 pm »
Thanks to help of Dawnbringer over on the PixelJoint forums, I was able to arrive at a nice final palette. It's organized into a nice 5x13 block and ordered by hues like in the NES palette. In case anyone's interested, here's the final palette:


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General Discussion / Re: [Request] 6-Bit RGB Palette
« on: December 15, 2014, 04:26:45 pm »
Well, yeah...that image was right above the one I posted. I wasn't really satisfied with it because it doesn't have all of the 6-Bit colors and a few of the color values were off. But after Dawnbringer gave me a little bit of help over on the PixelJoint forums, I managed to cook up this:



It's not quite perfect, but it's reaaally close...it seems that 6-Bit color has two separate ramps, one for desaturated and one for saturated color?

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General Discussion / [Request] 6-Bit RGB Palette
« on: December 14, 2014, 11:25:41 pm »
Recently, I decided that I'd like to experiment with a mockup using 6-bit RGB (64 Colors, each color has RGB values of 0, 85, 170 or 255). This is the palette the Sega Master System used, and even though it's ugly I think I could get some interesting results. The problem is, whenever I search for a 6-bit palette I only get images like this:



This is the correct image, but it isn't very pixel art friendly. Instead, I'd like the palette organized into hue-based ramps like the NES palette:



Would this be possible? I've tried manually rearranging the first image myself and it's proven too complicated.

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Ohhh! I really like the direction this thread is taking! StevenM has a great, functional design I thought I'd tweak.



For the forest mockup I went ahead and added a canopy, moved around some grass and tweaked Charizard's wing and shadows. When it comes to working with a limited space, I'd advise against having long lines of pixels that touch the edge of the 56x56 box. It makes it obvious where the edges of the sprites are.

For the indoor mockup I made it a bit more efficient tile-wise and found a neat way to get Red's sprite working. There's a sort of white strip along the back wall which blends with the ground nicely. Not sure how to handle Giovanni's side and the door, though.

I also changed the cave mockup a bit. I went with some pillars of light to make the sprites less boxy and added some rocky background details. I bumped the stone platforms down a tile and tweaked the right side of Charizard's sprite a bit. What do you guys think?

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Portfolios / Re: [UNAVALIABLE] Freelance SNES Artist
« on: November 27, 2013, 01:05:44 am »
Unavailable for work, yet again. Currently working with four clients so my schedule's packed.

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Portfolios / [UNAVALIABLE] Freelance SNES Artist
« on: October 26, 2013, 04:25:32 am »
DragonDePlatino@gmail.com
===
Skype: DragonDePlatino

Hello I am a freelance pixel artist who specializes in 16-Bit and 8-Bit sprites! I have a lot of experience working in many styles, and I'm currently looking for some freelance work. My rates are $3.00 per small-sized sprite. My prices are highly negotiable depending on complexity, and I offer as many reworks as you like free of charge. I do not accept shared-revenue, but am willing to wait up to a month for payments. Currently, I am available to work about 6 hrs. a day.

I will draw...
  • Sprites in sizes up to 64px.
  • Unanimated Pixel Art (i.e. cutscenes) up to 256x224 in size.
  • Humans, Monsters, GUI, Tilesets, etc.
  • Platformers, Space Shooters, RPGs, Puzzles.
I will NOT draw...
  • Very highly-detailed sprites over 64x64px in size (bosses, scenery and ships are OK).
  • Violent or gory material.
  • Anything pornographic.

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