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Messages - Aniki
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Pixel Art / Re: Detailing flower patch on flat-shaded background
« on: April 18, 2020, 06:12:38 pm »
Haha, alright I was hoping to lampshade the fact that this image is absurd, but I think now I owe you some context.

This is a background for an exploration game I've been working on for a couple of months. A lot of why it's so ridiculous is partially because "I'm a doofus" and partially because "it's a backdrop for my game", I'll let you decide in what proportions.

I am definitely in over my head- but that's sort of the point so I would like to continue with this piece. All that being said, thank you for the feedback, I've become pretty numb to this image over the last week so it's good to hear from some fresh eyes.

Here is how it looks in game:

I know the graphics styles are somewhat inconsistent across the board, I think that's just how it's going to be for this project. However for an individual piece such as this background I would like to try to unify the style a bit more.

You're right about the perspective, it's supposed to be a ring of trees around this sort of panoramic clearing. I definitely did not draw any perspective guidelines before I started- so that's a lesson learned. I will try to sort this out.

I think it's the right move to keep this image from having a strong focal point but correct me if you disagree. I'm hoping to use this backdrop a couple of times in a row. I haven't seen how that looks in my game yet, but I'm using Kirby as my reference which uses backdrops such as these repeated throughout the same levels:



I guess I'm hoping for my backdrops to set the general atmosphere of the current game area and for individual pieces of it to briefly be admired by the player at different times. But on the other hand I don't want to sound like I'm making excuses for it being cacophonous.

I do want the ground to be a bit more wacky- not as much as the sky I want there to be a contrast- but it is too mundane.

I'll try to post an update in a day or few, let me know if any of your advice changes now that you have some context.

(Also if anyone has advice/ideas on what I can do for my flowers, I'm still spinning my wheels on that)

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Pixel Art / Detailing flower patch on flat-shaded background
« on: April 18, 2020, 06:38:27 am »
I sketched out this background and have been filling in the details for awhile now. I blocked in this pink flower patch on the right side and I like it compositionally.

Now I'm trying to detail this flower patch but I can't figure out how to make it look okay.



I was able to avoid drawing every leaf on every tree by implying the leafyness around the edges. I'm wondering if there is a way to do something similar with the flower patch, but I can't find a good reference image. Ideally I wouldn't have to carefully draw each individual flower, any thoughts?

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Pixel Art / Re: GrassTileset: Issue with single width tiles
« on: February 01, 2020, 08:56:24 pm »
Oh wow, I really like what you've done with the ramp. I spent some time trying to make non-triangular shapes in there but didn't figure it out. The intermediate shade helps blend everything together and look more consistent throughout.
I'm also happier with the single-width tiles. They' might not be great if there are too many of them strung together, but in this scene they look great.

Right now I am using rule tiles in Unity and I have it set up where all of the rectangular tiles connect properly, but I need to add ramps manually- which I will always have to do anyway. But I see now that the inner corner connecting to ramp pieces is different than inner corners for rectangular pieces which is unfortunate. I think I'll just handle it manually for now and see if I don't lose my mind.

I also do see what you mean about the contrast between the character and the background, but I think I like how it looks so far. I'm cautiously going to proceed like this because I definitely do know what you mean with the comparison to CGI characters in starwars- actually what worries me is that they didn't bother me, but everyone else *hates* them, haha. Hopefully that doesn't happen here.

I can't think of a game that does what I'm doing, but Nightmare in DreamLand does the opposite- highly detailed backgrounds with simple and clean actors on the screen.



But yeah you do have me thinking, I did a couple of quick mock-ups of how else she could look and I like them a little too.



I may switch over there once I've fleshed everything out a bit more but I'm feeling good so far. Thanks so much for your help, I'm feeling energized again


4
Pixel Art / Re: GrassTileset: Issue with single width tiles
« on: February 01, 2020, 08:15:56 am »
Thanks for the reply. I am trying to keep the graphics simple-ish for myself. I had the idea to make backgrounds very geometric while actors are more complex. I don't know if it's going to work out but I thought maybe it will help to make actors stand out while still allowing me to keep the backgrounds vibrant.
 
Anyway, here's what I've come up with so far.



I reduced the thickness of the light green on the edges, even though I like how it looks when it's thicker. It does definitely help with the single width tiles.

The ramps were their own challenge, the shapes do not fit in them nicely, but mixing in the middle shade and adding some spacing got them looking.. okay.
I don't like having the middle shade but I think it looks better than without

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Pixel Art / GrassTileset: Issue with single width tiles
« on: January 31, 2020, 09:38:51 am »
I have a grass tileset I'm content with for the most part. However it works only as a double width (or more) tiles. I want to add single width rows/columns but I'm having trouble making them look okay.

Here is the scene I'm working with:



If I just mash the top and bottom edge tiles together I get this rather ugly looking diamond pattern. On the right are some alternative idea I've had, but they just arent doing it for me.
Any ideas of how I can make these single width rows work with this tileset?

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Pixel Art / Re: Dynamic pose facing the camera
« on: September 11, 2019, 07:51:08 am »
Okay I've tried making her pose more interesting and exaggerating the color-contrast a bit. I do want her hand to gather more attention, I'm not sure how to make it come forward more. Do I just make it bigger?

Here's where I am at so far:

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Pixel Art / Dynamic pose facing the camera
« on: September 10, 2019, 08:12:49 am »


I've jotted out a form to start this image of a character who will be launching magic swords at the camera. This is supposed to be my take on this character from league of legends:




A few things I'm having trouble with in particular, her right hand is supposed to be flat and pointing forward, not sure if that is clear. I don't know how to do the shading on the skirt/leggings. The length of fabric coming off the side of her left arm. Her left hand this is the best i could come up with but it'd be nice if i could make her fingers look like they are spread out instead of together. Similarly I'm not sure if I can put eyes on a head this small. She looks a bit less dynamic and interesting than I had anticipated as well.

Any advice is appreciated of course. Thanks

8
Pixel Art / Re: Team Rocket Duo
« on: December 25, 2017, 05:26:42 am »
Okay, I think I've figured it out a bit better. Maybe I've been looking at this image too long, but for the first time I feel like its clear that she is a girl from first glance:



The real change I found was putting that last 2 skin tone pixels right at the upper left corner of her eye on the left. It made her forehead look bigger and by extension narrowed her face. Without that pixel her face looks squished and flat.The flatness making it look more masculine, and the squished making it look bad.

Thanks for all the advice so far by the way! I've gotta wrap this project up soon but I'm still open to criticism for a few more days  :y:

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Pixel Art / Re: Team Rocket Duo
« on: December 24, 2017, 10:44:19 pm »
Okay, been working on it a bit more. Trying to get her to look more like a girl.

I widened her hips, reduced her shoulder width, smoothed out and slightly reshaped her legs, and changed her color scheme to a more feminine color (which is kind of cheating I admit :lol:)



I'm not too happy with her right leg (our left) and I feel like there's more I can do to make her face look more feminine. I tried making it more slender but there's not a lot to work with

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Pixel Art / Re: Team Rocket Duo
« on: December 22, 2017, 09:37:06 pm »
Hah, yes she is a girl- though I wouldn't say she is the most feminine looking person that I know. People will often point out that we are very similar looking... That being said she is very clearly a girl in real life, any advice on how I might subtly change her shape to make her look more feminine?

Here's where I am at so far:


Also, I know the pose is a bit weird. I'm basing it off of this character.

She's supposed to be making an "R" with her body.

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