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Messages - Shiny
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1
Pixel Art / Re: Adobe Shinobi [Project]
« on: October 01, 2011, 03:49:04 pm »
Something more like this, perhaps?


The major differences are:
- The head has more discernible topology (as mentioned by redballoon).
- The curvature of the spine is more emphasized, which makes the pose less rigid.
- The outlines are more consistent because, before, it suggested a jagged surface (I think the term for it is "selout", and it doesn't work well in this case).
- Shading differences. The original shading is unfocused. The amount of color banding was also reduced.
- The feet/shoes now more readily "connect" with surfaces (when was the last time you saw convex shoes?).
- The ear was moved forwards.

As for the building:
I can immediately see that the roof overhang lacks overall lighting (under typical circumstances, only one of the sides should be that bright).

2
Pixel Art Feature Chest / Re: [WIP] Rath Character Design [C+C]
« on: August 30, 2011, 08:28:03 pm »
The old pose (leg extended) has a better line of action that makes it appear far more dynamic (as if they're on some kind of "adventure", one could say).

And I made an edit that tries to improve upon it (explanation of changes below):

(This is an edit of the previous version, but most of it should still be applicable (latest version was posted while I was still typing).)

- Changed the head and face. RedKnight91 already demonstrated a similar change, but I put my own spin on it (made the chin slightly more prominent, for example).
- Used warmer, higher-contrast colors with heavy "hue-shifting". These seem to complement the "cartoon-like" proportions.
    - Colors have also been reused in various areas (weapon reuses colors from the shirt, hair reuses colors from the skin and pants). Doing this gives the image a more cohesive look, simplifies animation, reduces file size, etc.
- Adjusted the elevation of their right foot so that it would work better in a standard platformer side-view, though I'm not sure if this is what you were going for.
- Changed shading somewhat.
    - Try to avoid "hugging" the outlines when shading, as it typically results in a very flat-looking image (especially evident on the shirt).
- The noodle-like arms were retained, as in the original (stylistic choice, I assume).

3
Pixel Art / Re: Random stuff C&C
« on: August 29, 2011, 08:04:19 pm »
It's really starving for contrast, and their right hind-leg doesn't appear to be attached to that foot.
And please consider dropping the overpowering magenta background.

Anyways, here's a rough edit of your most recent work that might give you a few ideas:

4
Pixel Art / Re: [WIP] Creature with mask
« on: April 23, 2011, 07:08:04 am »
Here's a partial edit that will hopefully help you along:


- Contrast is low.
- Hair locks are too individualized.
- Highlights on far areas are distracting and break depth. Inconsistent lighting overall.
- Cast shadow is wrong.
- Skull and creature do not look in the same direction, creating a discontinuity in flow.
   - May be intentional considering that their right leg is bent... or just abnormally short.
- Noisy texturing.

5
Pixel Art / Re: [WIP] Sophia III
« on: April 18, 2011, 05:17:46 am »
I think that you could still keep the outlines if you try to avoid using them so much on the inside.

Made an edit here to show you:


I did a few other things too:
- More consistent lighting, more contrast, etc.
- Flattened or otherwise simplified the form (simplifies shading and often helps readability on small sprites)
- Leaned the palette towards a cool blue (helps to both unify the palette and reduce color count)
- Changed the lines a bit to make the silhouette a little more solid (fewer "holes")

6
Pixel Art / Re: [WIP] Side-Scroller
« on: April 26, 2009, 06:00:49 pm »
One thing that's apparent to me is that the characters look off-balance, as if they're leaning backwards.
Also, the outlines on the rocks along the top edge of the platforms seem much too harsh in contrast with those that are below them.
I like the clouds ;).

7
Pixel Art / Re: [WIP] Sid (ice age)
« on: January 30, 2008, 02:28:35 am »
Sorry for not including an example, but here's one from Pixel Joint:
http://www.pixeljoint.com/pixelart/17938.htm

The trick to good pixel fur is to generalize it into clumps.
Trying to express each individual strand will lead to a mess.

8
Pixel Art / Re: [WIP] Sid (ice age)
« on: January 29, 2008, 12:52:58 am »
What should I do then to make it look like a furry texture?
With that, I don't mean that I used the spray tool, because I didn't.
And yes, It's like Sherman Gill said; for the shade (his claws)
Carefully examine your reference. The fur is made of strands, not dots.
And I wasn't implying that you used the spray tool ;)

Yay, I pixelled the icicle, I hope it's good.
Do you got any tips? Or things I must change?
Looking good! But it would be more interesting if the icecicle distorted everything behind it.

9
Pixel Art / Re: [WIP] Sid (ice age)
« on: January 28, 2008, 02:31:50 am »
All of the noise is really killing this piece.
It looks like someone got happy with the spray tool :/

And why is there dithering on the claws? In the reference they're nice 'n' smooth.

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