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Messages - fortunato
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Pixel Art / Re: Blossom Tales - What explosion do you like best?
« on: December 29, 2011, 04:30:21 am »
the new green pot explosion is absolutely fabulous. that gets my vote out of the three.

though i do like the anti-aliased animation... you're right in that it doesn't match the graphics too well, though it is interesting. but then again, the "solid-edged" pure white ones i think give it a bit of an awesome vintage feel.. sorry, i'm rambling. haha. i think go with the green pot explosion.

Pixel Art / Re: Dirt attempt
« on: December 26, 2011, 01:11:05 am »
when your satisfied with the tile itself, look at this fabulous thread on eliminating the grid:

great tutorial by vierbit.

Pixel Art / Re: Cartoon Calf for Cow
« on: December 14, 2011, 04:18:51 am »

Nose shinied. Tried shading the white close legs, didn't work. Cow shall remain unshaded!
i think it looks a bit odd with the two different colors/layers for highlight on the nose. the rest of the cow and everything else in the piece for that matter only has about 1 - 2 levels of depth color wise, so why should the nose have 3 levels? (does that levels thing make sense?) i think if you just had one color for the highlight on the nose it would look better. possibly one with not too much contrast on the main pink.

It's legibility is way too low, yes.
One quick improvement he can do is get rid of the yellow stroke inside the purple letter shapes and let it all be purple. Nice use of nested strokes via Illustrator but come on naow.
try this. this would make it a lot more readable. the first time i saw the logo, i couldn't read it at all until i read the name of your game. even then, i could still barely make it out. if you want a logo to be successful, it has to be instantly understood and readable.

also, i'd have to agree with Mathias. i like the first version's colors better.

Pixel Art / Re: Cartoon Calf for Cow
« on: December 13, 2011, 04:21:49 am »
looks cute, but it almost seems like the cow just has a grass chinbeard, instead of eating the grass. maybe add a visible lower lip and have the grass coming out of it?

Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 11, 2011, 07:03:23 pm »
ok, so

worked on the rock wall tile thing. first one on the left is an earlier one; second one next to it is without the darkest shade and tried to add some shading in the middle... thought it looked odd. third one near the bottom right is with Facet's advice: used the darkest shade sparingly on the outlines of the rocks. looks the best out of all of them i think, but i still think it looks odd. probably cause of the structure of the rocks; i don't think it's that good... haha. but any thoughts? (also that odd blob thing is me trying to draw a realistic looking rock to better understand what a rock would look like in pixel..)

also worked on the water tile. went from the bright blue to a more cooler, darker blue. put it up against grass tiles and attempted to make a transition haha... the darker shade of blue recedes more and looks like its below the grass instead of competing with it... i like it a lot more, though i still think the water tile and the transition still look amateurish... is it the shading off the transition? is it the water tile? or is the transition just really lame?

Pixel Art Feature Chest / Re: [wip] Rat Warrior v2
« on: December 08, 2011, 05:40:06 am »
...three years later... made many changes, some radical, some less radical but all for the better I think.


i don't know much about composition, but i like where the AK was before more than the new edit. with where the AK is now, there is a lot of empty space right above his right shoulder. empty space isn't bad, its just that in this case i feel like filling up that empty space would give the piece more of a sense of "completeness" or "wholeness".

maybe the AK in the 2008 edit is a little straight; maybe have it tilt to the left (our left) a tiny bit. but i don't know if that is even too necessary. the first piece just looks more complete with the AK in that upwards position than the 2011 one.

Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 07, 2011, 09:18:20 pm »
yeah, still need to study the structure of rocks more... doesn't look as good as i want it to... and yeah i thought about the water tile popping-out-ness before; i'm guessing if i change the palette to something less harsh it should turn out better?

Tell me if something needs clarifying from the process below

ah ok cool! so you're suggesting this as a process for making tiles (or i think it could be applied to a lot of different forms of art hah)? this makes sense. i usually just have an idea (or sometimes not at all, i would just really think "ok, ground tile now") and go straight into the "rendering" part (impatience, perhaps? haha) never really stopped to make concepts. its 3 and 4 i think i should work on most, though I'm thinking that if i actually implement steps 1 and 2 into my process, 3 and 4 will be easier.

thanks a lot for the post, man! people on this forum are awesome; they actually give you detailed responses and edits and they really know their stuff. they all go completely above and beyond.

Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 07, 2011, 06:32:17 am »
Thankyou, what you're describing (mark making & draftsmanship) is one of the chief pleasures of art for me and I'm very glad that you find it apparent. I'm constantly amazed by the amount of people who seemingly don't appreciate this quality or ascribe the effect to vague, fatuous nothings like 'soul'.

If you can recognise it, you can attain it. Pixel art won't really help you on this front, drawing from life and learning to trust your eyes and hand to work together will. Immensely so.

I'll be back tomorrow with a little diagram that might help you to visualise your ideas, keep working on improving on what you've already achieved.
no problem. and really? wow thanks dude haha, thanks a lot for the help!

edited the colors & shape of the tree a little bit (tried the hue shifting), made two versions of a water tile (by using the process in a tutorial i found here by vierbit: really smart process!), and started work on mountain tiles... just drew it without size restrictions. tried to go for more of that symbolic-over-realistic look again... the palette is wonky now. tried to imitate this purply-grey i saw on some picture of mountains. lost the picture though.

comments on the mountain? that's the part I'm having the most trouble on.

Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 06, 2011, 03:03:58 am »
This warms my heart to hear, but keep in mind that I've tried to limit my personal preferences in my edits here by conveying an idea in the roughest sense (not always successfully). What I've posted is a result of thinking logically about structure and light, the way you interpret this starting point can be wildly different and you should experiment to your own satisfaction.
yeah, i guess i actually meant your edits seem to be done very confidently and freely - it seems like you really know your stuff.

with the different colored greens, do you mean hue shifting? i've done that slightly on my palette. do you think i should try for more drastic hue shifts? i'm always worried about too much or too little contrast.

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