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Messages - Macattackk
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Pixel Art / Re: My other cat,Micia
« on: October 01, 2017, 05:17:00 am »
Bingo! Looking even better. I'm colorblind and have trouble seeing red so not sure if you've added red into the lesser light areas as it recedes but to me it seems like there's only red in the highest highlight. If I'm right, there should be red that recedes throughout the lit parts and then none in the shadows.

Pixel Art / Re: My other cat,Micia
« on: September 29, 2017, 12:50:56 am »
Looking a lot better. Its back looks too flat from the way you are shading it. There would be a highlight along where the back bone and haunches are and then it would more quickly turn into the core shadow than the way you have it. Think of the planes that make up the cats body. The back bone is going to be flush with the light while its side isn't. Right now a lot of the side of the cat is fully lit. Do something in between what you previously had and what you have now. That's basically what is shown in the link you provided with the foxes. Think of the meat chunks of the cat like in the link as well.

Also by your current light source, the whole tail should be lit with that highlight part and the front of the face should have less lighting.

2D & 3D / Re: Game map landscape critique
« on: September 22, 2017, 04:27:09 am »
Adding normal maps to more textures. Does it help make the scenery look more dynamic and alive?

Pixel Art / Re: My other cat,Micia
« on: September 21, 2017, 07:38:22 am »
I think Decroded means focus more on the anatomical forms and put more light onto those parts like the shoulder blade and the haunches. Also I would expect to see rim lighting on the tops of the feet, especially the farther ones. Although it is not clear whether your light source is straight above the cat, or above and away from the viewer. Think about where that light source is and shade accordingly.

Pixel Art / Re: Critique needed for improvement.
« on: September 21, 2017, 07:27:34 am »
Think about where your light source is coming from and shade each object appropriately. You have some parts where the light source is coming directly from the viewer and other parts where its coming from above.

2D & 3D / Re: From voxel to pixel art
« on: September 21, 2017, 07:21:34 am »
It's not specifically for voxel art but in this same forum is someone converting 3d model renders into pixel art. May be worth a check:

2D & 3D / Re: Game map landscape critique
« on: September 21, 2017, 04:40:22 am »
I really like the idea of having a full on time of day system to make the game view more dynamic and exciting. I'm going to try to make it work as well as possible. What I've done is lowered the resolution of the shadows in order to make them less defined so it seems like they aren't as flat. I hope this achieves the desired effect. Unfortunately it is causing some shadow flickering which I'll have to fix.

Here is a rough draft of using normal maps with the lighting system. Still haven't added the trees into the normal map, that would come in a more final polish pass.

2D & 3D / Re: Game map landscape critique
« on: September 20, 2017, 11:35:18 am »
Yea that's a huge reason why the mountains still sort of look like cardboard cutouts. I have all the textures flat lit from the front but when the sun is at an angle it can look inaccurate. I'm thinking of implementing something like this using normal maps to my sprites:

2D & 3D / Re: Game map landscape critique
« on: September 19, 2017, 11:15:02 am »
The previous ocean texture I was using was just an image I got off the internet and edited. So I made my own to replace it and did some messing around with the ocean shader code as well.

2D & 3D / Re: Game map landscape critique
« on: September 10, 2017, 02:54:49 am »
Taking a break on the landscape and making the art better for disasters which strike it. I've added forest fires which only occur on fully forested areas and I've added hurricanes that strike on the shorelines. Any critiques on how I can make them look better/more realistic?

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