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Messages - pokoto
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1
Pixel Art / Re: [WIP] Top-Down RPG Character
« on: June 17, 2009, 07:55:40 pm »
Corsair, 36005A is right. A cache empty would fix the issue. Luckily for you, I went ahead and fixed it for you.  ;D

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Pixel Art / Re: [WIP] Top-Down RPG Character
« on: June 17, 2009, 09:30:33 am »
I've added the North, East, and West facings. Your edit does what you say it does ndchristie but I decided not to go with it because I think it makes him look too...dainty? Like a fencer I think; its just not what I'm going for. I did straighten the legs, and widened the stance.




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Pixel Art / Re: WIP~Tree-Water-Grass!!
« on: June 17, 2009, 09:01:38 am »
Also, increasing the overall saturation isn't effective, and won't make your image "better." You need to take saturation into account for every color you choose. In this case, you have a really great opportunity to take advantage of something called atmospheric shading, which is shading based on distance. When things get further away from you, they lose saturation, because there is a ton of air between you and it. Also, they get more blue, because the blue wavelength of light penetrates earth's air the best. So the macro shot should have the most saturation, and it should fade to less saturation and more blue (and eventually black) as the picture approaches space.

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Pixel Art / Re: RPG Heads
« on: June 16, 2009, 05:21:31 am »
Haha, I actually typed a quick edit to clarify just that but decided not to post it. I was just thinking in the Photoshop HSB mode, and melded value with "B." Atnas is totally right. He's also right about doing more than adding black to a color to get shadow. That will give you a neutral shadow, but you can get so much more character, more contrast, more pop, etc. by using a hue shift as well. Like, moving the hue towards blue or purple in a facial shadow is common because it contrasts well with the warm skin tones, and implies night-time really well. That's something your scale could use well: shifting the hue to contrast the skin tone will make the shadows "bigger" without making them literally larger.

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Pixel Art / Re: Royal puppet guy.
« on: June 16, 2009, 12:06:01 am »
I like the shading very much. Nothing about the design strikes me as being bad. The contrast is pretty low, so if he is an important element of a scene or a main character I would make him more attention grabbing in that respect. Technically, I think the cape and bottom of the shirt are way too thick and stiff to look like cloth at all. There would be no reason for the end of the cape to flip up like that unless it were something that kept shape, like thick, really thick, leather. If you added more folds and drapes, it would be more cloth-like. Also, I have no idea why his leg is up in that position. Is he going to be kneeling on something?

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Pixel Art / Re: RPG Heads
« on: June 15, 2009, 02:03:07 am »
Value is how much black there is in a color. When describing a color, the three important numbers (or concepts) are hue, saturation, and value. The hue is the color. The saturation is how much color. And the value, is how much black is mixed in. So, when you have no value, but a lot of saturation, you will have a very bright and vibrant color. When have a lot of value, but no saturation, you will have black or dark gray. White is achieved with neither value nor saturation. It plays a really important role in shadows, because by maintaining the hue but increasing the value you get a neutral shadow color.

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Pixel Art / Re: [WIP] Top-Down RPG Character
« on: June 11, 2009, 10:06:59 am »
I'm trying out a more dynamic pose (in another thread I think Helm brought up the good point of contrapposto). I'm worried about incorporating this into 8 directions, but I like the results right now. I need help with the legs though...




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Pixel Art / Re: [WIP] Top-Down RPG Character
« on: June 10, 2009, 06:28:51 am »
I'm giving a shot at a new style that might be better considering my lack of skills. I think the horns were a good decision; they added a lot of clarity and consistency to his facing. Also reduced colors and visual complexity. I made the helmet blue to contrast it from his warmer face, but I'm not sure about it yet. I might make the hue more on the green side and darken it.

blahblah you can see this under Old Crap in the first post blahblah

This is one with a narrower face. My friend said he looked to young, but I think narrowing the face makes him look even younger because it is closer to actual child proportions. What do you think?

blahblah you can see this under Old Crap in the first post blahblah

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Pixel Art / Re: [WIP] - Forum Logotype
« on: June 08, 2009, 11:31:01 pm »
One thing that is bugging me is the 1 pixel overlap from one letter to the next. It has more contrast than the diagonal to the background, so at first glance it looks like it is extruding out of the edge extra distance. I agree with Dr D, I think the black background is much nicer. One thing, from a graphic design standpoint, I was surprised when you said it was for kids and teenagers. The logotype is very modern and I think sophisticated, and I didn't associate it with that demographic on sight.

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Pixel Art / [WIP] Top-Down RPG Character
« on: June 08, 2009, 06:57:58 am »
Hey, I'm new here. Could you guys tell me what you think of these, and how I can improve them?

This is the perspective I'm shooting for. The main character will have 8 faces, everyone else, 4.


Old crap:




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