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Messages - Euphronios
Pages: [1] 2

1
Pixel Art / Re: Ghostopus!
« on: April 09, 2009, 02:02:37 am »
A little update:


2
Pixel Art / Re: Ghostopus!
« on: April 07, 2009, 03:00:09 am »


Some more refining. I am loving this!
Still a lot of smoothing to do for sure but how does this look?

edit: Now that my buzz is wearing down it looks more striped than wet or slimy. I'll fix this tomorrow. Right now it's time for a snooze. Bear with me, I work extra long hours! Thanks, all.

3
Pixel Art / Re: Ghostopus!
« on: April 07, 2009, 01:57:15 am »
OKAY! Fucking bad ass edit, thank you.



I've moved the light source over and added the kick light. I have tried to emulate your edit since I like it so much. I do understand the critique now. Clearly the very black areas on the left will have to be addressed next before refinement.
This is just a very rough edit to see if I'm on the right track. Yes?

@ Scribblette: In a production environment whatever you have to do to meet criteria and deadline in unison is fine. Here, though, just for the sake of preserving the artform, I think it may be a different matter.

4
Pixel Art / Re: Ghostopus!
« on: April 06, 2009, 11:54:05 pm »


Do you mean like this? ( Over there on the right side. . .)

5
Pixel Art / Re: [WIP] the friendly neighborhood mailman
« on: April 06, 2009, 11:40:02 pm »


No significant changes in this edit.
Dropped it down to 15+trans, gave it some more contrast and changed the eyes.
I know you were going for very light pastellish "friendly" colours but I feel like this made it very difficult to read the character.
I really like this character and the silhouette is great. You've certainly hit your mark as I can easily envision a game wrapped around this character.
Please post more sprites for your game here as you complete them!

If you haven't got something picked out for your engine give Construct a try : http://scirra.com/

6
Pixel Art / Re: Ghostopus!
« on: April 06, 2009, 11:22:12 pm »


Highlights are as they are because it's supposed to look wet and/or slimy.
Changed this however to fit current lightsource and added eyelid.
Not sure how to go about fixing these: "the teeth look a little sloppy" and "add more detail to it like some freckles to make it feel more aged". I know what you guys mean but implementation is escaping me. The large area of highlight on the head is certainly a big quality killer for me right now as well.
Yes to all three of your questions bengoshia.  :crazy:
If someone were so inclined and had the time, an edit ( even in red pixel ) would be much appreciated.

Thanks for the input so far!

7
Pixel Art / Ghostopus!
« on: April 06, 2009, 10:39:41 pm »
I drew inspiration from the image posted here: http://www.wayofthepixel.net/pixelation/index.php?topic=8239.0
While I was, unfortunately, unable to think of anything useful to help the fellow; I did come up with this:



Taking some advice from Helm to yet another poster in another thread, I worked this from the ground up in the same way I would do a painting. (i.e. laying broad strokes to start and shaping my volumes from there instead of using linework to define form ) I also made it a point to spend as little time fussing with it as possible. I've invested a good hour into this so I'm now aware that I'm little more than a novice. I'd really like some help refining this image while staying in the 11 colours (any- no set palette) +trans limit I've set for myself. In particular the large blob of highlight on the noggin' and antialiasing are exasperating to me. Also, I'd like to actually learn how to use color to my advantage and stop making such monchromatic pieces, so if anyone has a link to some thread or site that'd be wonderful as well.

Thanks for taking a look!

I know it would have more than eight "legs" if you count what's on the other side of the body, but ghostopus sounds cool. . .

Update for the lazy:

8
Pixel Art / Re: Animation Help
« on: April 01, 2009, 10:57:05 pm »
I don't think you're going to get anywhere you'd like to go by simply flipping the image.

http://www.mylovelyrats.com/category/videos
There are some good videos on that site.

It might help to whip up a little armature based on this: http://www.stanfordphotonics.com/images/xray%20RatSkeleton.jpg
You could use it to help with your keys.

9
Pixel Art / Re: iLumberjack
« on: March 04, 2009, 02:42:04 am »
Either one arm is shorter than the other or one is longer.
It feels unfinished. You've got several detailed points of focus which are breaking it for me. I'd say go with just one detailed focal point or solidify the whole thing by sticking to the same style throughout.
If it is, in fact, not finished then I guess you can throw that out.

Apart from that I think it's a damn fine piece.

10
Pixel Art / Re: Mockup [WIP]
« on: February 13, 2009, 04:12:52 pm »
The thing that stands out to me the most is the rim light. My opinion is that these sprites are too small for the rim light to be effective. It just comes off as an error; especially in the case of Mario.
For this effect to ( possibly ) work in your favor: Create a new key light somewhere in space in the direction the character is looking but slightly above. Dim significantly your current key so that it can work as your fill. This will help you to bring out the volumes more and the characters should be that much more readable. If all of this sounds absurd then simply remove the extraneous rim lighting and focus on creating better volumes with the lighting setup you've got left.

As a mockup this is pretty servile; merely following the 2d Mario formula without adding any of your own flair. I do like that you've redone Mario in your own pen. Unfortunately, it's the only element that feels creative. Apart from the resultant arguement, I can't imagine that you've invested a tremendous amount of time into this. With that, I suggest a fresh start with the current iteration of Mario as a base for the kind of distention and stylisation that will make this a piece worth your time and creative effort and also showcase for your abilities.

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