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Messages - Jehannum
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Pixel Art / Re: What is an ideal height for more-detailed sprites?
« on: February 25, 2017, 11:21:05 am »
well I presume most art software has resize options like bicubic, smart size, pixel resize, bilinear and weighted average. I use pixel resize for pixel projects and bicubic for everything else.

Pixel Art / Re: [C+C] Looking for feedback on an attic scene I drew
« on: February 25, 2017, 11:14:40 am »
one part that is bugging me a little is the angle of the bed frame that runs parallel to the floorboards...and the fact that the floorboards get considerably wider as they get closer to the "camera". Shouldn't that chosen perspective effect the bed (and carpet) more noticeably?

I am curious what others think

Pixel Art / Re: What is an ideal height for more-detailed sprites?
« on: February 24, 2017, 09:25:55 am »
When I scaled down my original png image in GIMP, there was a lot of extra noise caused by bad anti-aliasing.
probably a silly question, but when you say scale down do you mean using a resize tool?

"pixel resize" is the best option when resizing pixel art as it doesn't destroy the image with anti-aliasing

Pixel Art / Re: [C+C] Mechanic
« on: February 22, 2017, 01:58:03 pm »
it seems odd to have so much shading on the handle which abruptly stops when it reaches the end sections. I also don't think the hands/fingers would cast that kind of shadow on the handle, especially considering the bright  lighting on the upper most section of the ends. The black line around the spanner is causing a few issues too, because your light source is above yet the lines imply shadows in areas that wouldn't have them.

it's making my head hurt figuring out where you chose to have the light source  :lol:

her hair suggests it's above and to our left, but the spanner suggests it's above and central in some spots, while in other areas it's directly in front of them both.

Pixel Art / Re: A few cars
« on: February 22, 2017, 01:46:49 pm »
with both the red and blue cars, are you sure the roll bars seen in the boot window are drawn with the correct perspective? I am curious if you had a "source" to work from that I could see, as I'm struggling to find images on google from the correct angle, and I don't own any toy cars.

Something about both is bugging me immensely haha. The red one has the left (upper) bar going into the bumper, but the right (lower) bar is going into the side of the vehicle. With the blue one, shouldn't some of the right (lower) bar be visible in the boot window, as the left (upper) bar is visible enough to suggest the other would also be partly visible. 

General Discussion / Re: Your Favorite Artists and Why
« on: February 22, 2017, 01:31:31 pm »
not sure about the rules here but a NSFW (not safe for work) warning might be nice, as loading indecent "images" of children is likely to get me in trouble even if it's probably not a sackable offence. I am allowed to use the internet at work for personal use to a certain extent so I'm only partly responsible :D

but anyway, I really like the artist H.R.R Giger but curious if I can post "anything" by him :P

for those who don't know his work, he's probably best known for his work on the "Alien" movie franchise including set design for "Prometheus", a more recent spin-off movie. Below is one of his paintings I like.

Pixel Art / Re: Seamless 32x32 Pine Tree Woes
« on: February 22, 2017, 01:17:30 pm »
trees grow out of the ground but you have a distinct lack of ground :) if it's a rainforest then I can understand the blanket coverage, but they don't look like rain forest type trees.

I've included this example so you can get a better idea of what's missing. I believe the shadow under the tree has a slightly blue tinge because of how light works, but you can read more about that on this site, plus it has a lot of useful info about how to "obliterate" the grid and avoid overly repetitive tiling.

Pixel Art / Re: [WIP] Post Apocalyptic Robot
« on: February 21, 2017, 01:57:37 am »
I think the white rectangle is a hole. But it is a little strange that you don't see his hand behind it.
Ahhhh I completely missed that. So the gun should be holding the lower handle really.

the right arm (robot's left) could be a pixel or two to the left and then angled accordingly so the hand reaches the handle. The entire perspective of that shoulder pad seems wrong, as part of it should be in front of the robot's chest. I think the size and heavy shading is what makes it look like it's not set in front really.

I guess it could be the other shoulder that's "wrong" though :D

anyway I'm still learning like everyone else, so if anyone thinks I've called it incorrectly, feel free to educate me too haha. It's certainly easier for me to judge other people's work than it is to make something comparable.

Pixel Art / Re: [WIP] Post Apocalyptic Robot
« on: February 21, 2017, 01:09:10 am »
I think the opening for the gun barrel and the sight (?) is a bit too big  because the shading on the rest of the gun suggests it's being held horizontally. The black curved shaded part underneath kinda makes it look like it's tilted the opposite way that the barrel hole suggests.

I'd recommend adding some shading to angle the gun rather than altering the barrel+sight though.

The white rectangle on the gun looks odd too, even if it's based on something realistic (is it?)

Pixel Art / Re: Pixel Art Knight
« on: February 19, 2017, 09:34:57 pm »
I don't think his boots would be a single pixel, and it makes him look like he's walking on hooves. The proportions look a bit off too, like the arms and body appear to be longer than the legs, so the belt looks like it's in the wrong position.

Another issue is the sword which looks like it's at the wrong angle just for convenience.

ps: I see you already corrected some of those issues in the other version you made

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