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Messages - ttk
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1
Pixel Art / Re: My Western Palette Adventures
« on: August 28, 2016, 08:34:31 pm »


Pretty sure I'm done.  Replaced a couple colors and got a nice pale yellow and a darker red in there.  Feeling good about it... on to the arts!

2
2D & 3D / Re: Shadowrun (SNES) Morgue scene rendered in low-res 3D
« on: August 24, 2016, 12:51:09 am »
Very nice!  I love the use of pixel art in this fashion.  There's a lot of room for pixel characters in 3D environments, and I'd love to see more of it.  Personally I've been going back and forth on whether or not I want to use pixel characters in my pixel-art styled voxel environment.  Been leaning towards voxels though for some nice skeletal animation :P  Have you tested out the interactions with objects in the scene?  Or is your plan to make all "holdable" objects use pixel art?

3
Pixel Art / Re: Castle
« on: August 22, 2016, 08:27:27 pm »
The main purple stripe in the background feels too "forward" to my eye, like it's not "behind" the tower but on the same level with it.  I feel like it's too bright or something.  I know typically lighter colors "come forward" and darker ones "move back" so maybe that's it.  I'm not a color wizard or anything, but those are my initial impressions.

That said, I absolutely love the colors in this.

4
Pixel Art / Re: My Western Palette Adventures
« on: August 22, 2016, 08:24:15 am »
Whew, heck of a day!  Did a lot of revising and reworking, and finally got to a palette that I'm feeling pretty happy with!

Here it is:


For inspiration I decided to take the 10 colors that make up the title screen from the original Legend of Zelda, which was the game that made me want to be a game designer when I was little.

Here's the analysis.


I did quite a few swaps and they all are looking pretty good!  I won't flood this post with images, but here's the classic CT shot:

5
Pixel Art / Re: My Western Palette Adventures
« on: August 21, 2016, 08:26:38 pm »
Is this intended to be a general purpose palette or for a specific project? If it's for a specific project why are you going about it backwards? If you want a palette for specific art you create it for that specific art as you develop it.

I started as a specific project palette, but then started working towards something a little more general purpose.  Mainly I'm trying to improve my understanding of colors.  I'm not an artist, so when I'm working on art assets I like to have a roadmap ahead of me.  I can get a little paralyzed not knowing what colors I should be using and knowing that I'm likely to have to rework a vast amount of assets isn't really appealing to me while I'm also designing and programming.  So I like the idea of making a sort of "general purpose" palette from which I can make my games from.

6
Pixel Art / Re: My Western Palette Adventures
« on: August 21, 2016, 06:14:44 am »
Update: 64 colors!  Yes, I've still been working at it... Lemme know what you guys and gals think!! :)


I took some inspiration from Arne and DB as well as syosa's palette work.  Closest colors according to DBtools are 5.20 apart.

Here's the analysis:


Some auto-swaps (original before, mine after):






7
Pixel Art / Re: Goatman Games logo [WIP]
« on: August 16, 2016, 12:31:47 am »
Logo is too tall either way in my opinion.

Here are a couple quick and dirty suggestions.  One is to simply shorten it up and leave more of the goatman's body to the imagination.  the other is to integrate the "T" and his tie together.  Again, quick and dirty, you can make it pretty yourself  ;)


8
Pixel Art / Re: [C+C] Medieval Town
« on: August 15, 2016, 09:28:23 pm »
My impressions (keep in mind I'm a novice):

- Needs consistency in detail lines... on the far left, horizontal and diagonal board beneath the upper window has detail lines, but the lower window's counterparts don't.
- I feel like I'm noticing the foreground vertical wood pillar too much, like it's too contrasty considering it's in shadow.
- The roof at the top of the leftmost building looks like it doesn't follow perspective, and it's slanting "down" towards us and to the left too much.
- I'm not sure what the roof textures are supposed to be... the lines feel too haphazard to be shingles or something.
- The roof of the center building (shaded at top, comes into sunlight as it curves to center frame) looks like it's paper thin because there's no vertical definition at the end.
- The grass on the background hill seems too detailed considering how far away it is.

9
Pixel Art / Re: My Western Palette Adventures
« on: August 15, 2016, 09:21:11 pm »
Okay, so my analysis so far...

- My browns look pretty dusty and nice, which I like
- My reds, oranges, and yellows are not popping as much as I'd hoped, so I'm going to boost their saturation and brightness a bit
- I need probably at least one more green and blue...

I'm going to do some tweaks and we'll see.  I may end up bumping up to 48 or 64.
Anybody else have comments or suggestions at colors to look at?

10
Pixel Art / Re: Dirt Tile
« on: August 15, 2016, 08:31:57 pm »
Something to consider is what you're going to put on top of these dirt tiles.
For my tastes it's a bit too "busy" -- there's a lot going on!  You might want to simplify if these are meant to be background.  Just a thought!

Actually, some of the newer ones you just posted look less busy.  I think it's the lower contrast in some of them.

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