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Messages - Rargh!
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1
Pixel Art / Re: pixeljoint weekly challenge
« on: November 07, 2007, 02:51:37 pm »

In my limited opinion, I think there are both flaws and strengths in both Adarias and Sharp's pieces (am only talking about Sharps 10 colour edit here). When Adarias first posted, it took a little bit to "see" what was going on, and while the palette does justice to the greater concept of pixel art (as I interpret it from Helm's post), the "burn" Helm pointed out does make it hard to look at.

Sharp, on the other hand, has come at it from a more obvious, literal interpretation. Yes, the greens are very green. But there's also no mistaking what's going on. The nail is a nice touch and again more instantly "readable", although Adarias' sneakers, lock (it is a lock, yes?) and indeed overall look is far more authentic for the movie. Of course, the palette pops more on Sharp's piece, making it stand out with its saturation, though I don't like the highlights on the pants, or the spread hand and bare feet.

It's interesting, every day in my work we have to contend with what is innovative and clever and artistic, versus what the general public will understand and relate to (which therefore can also be clever and artful if that connection is the end purpose).

Regardless of edits, it's a very cool final piece Adarias.  :y:

 

2
Pixel Art / Re: [WIP] Grass Tiles
« on: November 03, 2007, 11:46:19 am »

Hey Adarias: what does that mean? Is there a "good practice" process that Gromthi's not following? Obviously, it's something that Zyndicate is nailing in this thread (http://www.wayofthepixel.net/pixelation/index.php?topic=5291.0), but maybe it's something that Gromthi (and I'm sure quite a few posters who come through here) is unaware of...

It'd be interesting to know how someone in the industry approaches creating a new tileset...  :y:

3
Pixel Art / Re: Game Idea - Bboying (Breakdancing)
« on: November 03, 2007, 09:34:43 am »


Pretty sure that you'd know, but Sony just laid down two B-boy games (one for the PS2, one for the PSP). It's a tough concept to make work, because it's so rhythm-based (and yet, supposedly "freestyle"). That said, I much prefer your old-school look to what Sony did with its game. This last edit is a marked improvement in style to your earlier posts. Keep going. Even if you don't make the game, creating the sprites and characters could be a lot of fun.

 :)

4
Pixel Art / Re: Wishful Project Sprite Revamp W(s)IP
« on: November 02, 2007, 05:29:05 am »
Nice.  :y: Despite being samey, I like the costumes and the "richness" of material. They appear to be all looking down; is that intentional?

What style of RPG is it that they're going into?

5
General Discussion / Re: Contra 4 DS - Developped by WayForward
« on: November 01, 2007, 10:12:57 am »
 :'(

Still TBA on a release date over here...

6
Pixel Art / Re: "tibia" spr
« on: November 01, 2007, 09:55:32 am »

Hey Timpa:

Welcome.

I have to say I really dig your body armour and the sword best.  :y:

Not being one of the amazing people, I don't know enough to critique you properly  :P but I think the tip of the sword suffers a little. I think the problem is what the guys here call selout. Knobby bit at the end of the handle/hilt(?) as well. The arrow's nice but really loses definition in the feathers. I like the helmet on the left, too.

 :y:

7
Pixel Art / Re: [WIP] Building a better Lego brick
« on: November 01, 2007, 09:36:13 am »
So, this is where I realise Bacca's stacking genius. His blocks really want to be together. But I've had a go at analysing what Crab and Rabid said and Bacca's edit (including the making of the pips small enough not to cause z alignment nightmares) and have attempted to find the middle ground while retaining my 'style'/initial post. This is what I've ended up with.



For me, I like the blocks when they sit nicely on their own (particularly the thin 1 pip block), but you really notice the shortcomings when you put them together. That and the highlight down the front of the block. The pips need better shading, too, I think.

Suggestions??

[Edit: added a clear brick as well, which will be the front windscreen of the forklift. Is there a good way to increase the feeling of material here? I read in one of the other posts that plastic/glass = high shine. Not sure yet how to generate that with a block like this...]



Hmm... seeing it here, might need to do a better outline on the clear block.

[Edit 2: latest progress. Any c or c gladly taken...]



Does anyone remember if the front of the sloped blocks were textured back in 1975, or did that happen later?


8
Pixel Art / Re: [WIP] Building a better Lego brick
« on: November 01, 2007, 03:54:20 am »

Yeah, good point. I'm not that great at critique, particularly when it comes to pixelling techniques... I try, though, with the idea of learning more!  ;)

Looking at what you've said, Bacca's are a better study... I'll try to get an edit done tonight (Aus time).

Thanks.

9
Pixel Art / Re: [WIP]RPG tileset
« on: November 01, 2007, 03:37:49 am »

Oh, wow... Diggin' the stones.  :y: :y: Flowers are cool, too.

Not too sure about the style of the cliff yet (it seems not to match the rest). But awesome edit. Keep it going...  ;D

10
Pixel Art / Re: [WIP] Building a better Lego brick
« on: November 01, 2007, 12:45:39 am »

Hmmm... dilemma's...

Bacca: yours seem to look really good stacked; but they look a little less like Lego and more like the material used to make those soft-plastic rip-offs, Mega Blocks.

Stefano: yours look much closer (including some pretty intensive aa and dithering), but a) the shading makes the blocks look a little sloped at the front, and b) you ran into the problem (which I was trying to avoid) of jaggies along the front face.

In answer to the Q on the lighting, I'm just learning so I was following/studying the example set by Gary Lucken's Computer Arts tutorial on ISO pixel art (with a bit of interpretation/reworking regarding the studs as his tutorial had nothing to do with Lego).

Adarias: I'm really interested in that old link...

 ;D

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