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Messages - Willabee
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Pixel Art / [closed]
« on: March 02, 2015, 07:01:53 am »
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Pixel Art / Re: Need help texturing sand (low res graphics)
« on: March 01, 2015, 11:58:25 pm »
And I didn't realize you were working with that pallet. ... I have a feeling you said so in the first post and I just skipped right over it -_- Either way, I do like what you're working on :D V nice ^u^

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Pixel Art / Re: Hood sprite
« on: March 01, 2015, 11:56:54 pm »
He certainly does look pretty bad ass! I will admit I actually like the way it's tucked in... it makes me curious to see what a very thin fabric, skin-tight hoodie would look like tucked in O_O

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Pixel Art / Re: Need help texturing sand (low res graphics)
« on: March 01, 2015, 10:44:32 pm »
Now knowing that it's part in part out, it does seem to make more sense to stick with on-land colors. I still think that since it's a beach type setting that it should be a little more yellow than red... but that might be just my own bias.

Otherwise.. since you ARE going for a more low-res look, I think what you've got going should work alright. I'm still curious to see what others have to say about it, though.

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I really like that you wanted to work with the filtering light :) It just might take some research to get right, but it was a neat idea, and I'd love to see you work on it some more :) If not in this project, maybe in another!

As for grass... my first thought was to look at how other games present it. My first thoughts were Pokémon and Zelda. They both follow this idea of lines curving up and out from a clump... but they each do it a bit differently. Top is Pokémon, bottom is Zelda.



Pokémon unstrategically pastes little glyphs of three lines in different colors on a solid background... which works pretty well considering the resolution of the game. Zelda, on the other hand, follows a strategic pattern and fills some but not all spaces with thicker, richer looking grass tiles. (I forgot to check out grass thickets in pokémon...)

9
Pixel Art / Re: Need help texturing sand (low res graphics)
« on: March 01, 2015, 05:37:19 pm »
I'm only just learning to do this stuff, so I'm no pro, but my first thought on this is to look for a reference. Searching "Ocean Floor" comes up with some great references :)

Color:
The first thing to notice is that underwater sand takes on a bluer color. Using that pinkish red is more akin to a desert, whereas a yellow might make more sense on a beach.

Perspective:
Since this scene is side-view, it would help to texture the sand almost like rolling hills when viewed from the top of a building.

That said, I did a quick mockup of what I think might work. I didn't texture the whole thing... just a small spot, but it should help give an idea of what I'm getting at.

I tried using a green-blue sandy color as the base and progressively bluer tones for shade etc, then I made the lumpy thing. I also used dithering on the lower lump and no dithering on the higher one just to see if that might make a difference. Lastly, I changed the overall outline to the same color I used for the deepest shade, but you can just stick with black. I was just experimenting.

Here's what I came up with... you know... just for funzies?


I'm thinking I should have used just a little more contrast, making the shades a bit deeper... but who knows.

I also want to point out one thing (and it's only because I noticed it)... the lighting isn't entirely consistent. With the rocks, for example, you took the exact same pixel layout but flipped it, thus putting the light source at top left for some and top right for others. I like the variation from switching the outline, but it might help to readjust the light source when you do. Just a thought  :blind:

/blabbering

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Pixel Art / Re: Hood sprite
« on: March 01, 2015, 04:49:17 pm »
O! I tried and I tried, and I found one ^u^ (you know... for the sake of tearing things apart)
The hoodie looks like it's tucked into the waistline... where most people i know wear the hoodie over their pants. *shrugs* So there's that?

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