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Messages - wanderly
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Pixel Art Feature Chest / Re: Wheat fields (need help with texture)
« on: September 08, 2014, 04:21:29 pm »
First, I should say that I'm no expert! These are just my thoughts - I figured if I asked for critique myself, I should at least try to offer some.



Here's a quick edit. If you post a .png, it'd be easier to do something more accurately.

Overall, I like it. It does give the impression of depth. The palette looks like it's a grey, rainy day to me, which is cool if that's what you're going for. In my edit, I circled some points in the background that appear to need refinement to smooth out the line, as the jagginess sticks out. I added a bit of your shading colors to one side of the rows, to try to create a sense of depth between them, and establish a lighting direction - I'm not totally sure it works as I've done it, but I think something like that could help. Also, the tree looks like it's just floating there, perhaps add a bit of shading in the grass around the trunk? I can't directly comment on the texture, like you'd asked, partly because the .jpg-iness affects the texture you have now. I also have tried to do something like you're doing now in the past and struggled with it, so I'm looking forward to seeing what you come up with!

EDIT: I just realized that you did post a .gif of the front row, whoops! - I'll take another look at it soon.

2nd EDIT:


I added a highlight to give a stronger direction, enhanced the shading on the lee side, used a bit of dithering of the darker accent to try to shape it and give a bit of a rougher texture. I also flattened the angle of the rows, which garbled the edges of the outside two rows a bit. Definitely still a few of my mistakes still in there, but perhaps it can help you a bit. I agree, at this scale, it's hard to show stalks - I tried unsuccessfully. I also added some variation on the lee side shading to try to give a sense of the varying height of the stalks - I don't know how well it comes through though, perhaps it would look better with a bit more contrast.

Cheers! I enjoyed this little experiment.

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Pixel Art / Having difficulties with bark on a tree [WIP][C&C][Newbie]
« on: September 07, 2014, 08:19:30 pm »
EDIT: I removed several parts of this post, so as to be asking for critique on only one item. Hopefully it's better to modify this post, rather than start a new post.

Hi there!

I've been lurking for quite awhile - you guys are great! Skilled, helpful, and kind.

So, I'm only a dabbling student of art, but I've been trying to put together some assets with which to start working on a couple of game projects. I'll include everything here, so as not to triple-post, but hopefully someone can let me know if this would do better being split up.

I'm asking for help with some game assets, specifically a large tree. The game is drawn at 640x400, intended to be doubled/tripled to fit the resolution of a modern screen (i.e. 1920x1080 or 1200, something like that)
The Tree:

Some simple context:

Tiles in simple mockup:



My main concern right now is the trunk, or wood of the tree. I think I've gotten the palette fairly close, but the patterns/clusters of the detail have been giving me trouble. Too busy, perhaps? Also, I've never tried AA, and since this is meant to be scaled up 3x, I'm not sure if the jagginess is too harsh - I do like a a few rough edges, but I haven't really refined how to incorporate that successfully. Also, the tree looks flat right now - I'm hoping to incorporate a lighting system similar to something like sprite lamp to give it more of a 3D shape. I'm not sure about the dithering to indicate light foliage, I'd be happy to hear suggestions on how to improve it. Of course, all other comments on the other parts are very welcome as well.

Thanks for reading this far! Apologies for the wall of text! I'm happy to answer any questions as well.

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