Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Smash
Pages: [1] 2 3 4

2D & 3D / Re: Official Anatomy Thread
« on: January 09, 2011, 01:05:43 am »
New one, to be shaded w/ colored pencils in a few moments, some critique would help now  :'(

Pixel Art / Re: FFT spritework
« on: January 07, 2011, 12:05:22 am »
Not to hijack thread, but having all these FFT drawings being done, there had to be a ref to use.

Pixel Art / Re: FFT spritework
« on: January 06, 2011, 11:37:58 pm »
Skeleton study for the lulz (Taking break from real anatomy)

That be it.

2D & 3D / Re: Official Anatomy Thread
« on: January 06, 2011, 08:14:45 pm »

Construccions. Im probably blind to the mistakes, didn't use any significant refs.. These are rendered already.

Pixel Art / Re: FFT spritework
« on: January 06, 2011, 08:05:56 pm »
Hey Kage

Oh shit, this is way too helpful. A million thanks

I guess I could contribute back with a sketch I did showing "correct" FFT anatomy -Helps in understanding the people here coming from FFT land-
Click at your own risk:

Pixel Art / Re: Steam Powered Mech Walker
« on: August 14, 2010, 05:08:41 pm »
The design looks horribly plain.. It's just a box with stick legs.

Make him more mechanized, add elements to make him look like a machine that actually works; especially on those legs, what's making the plain sticks move? Go google AT-AT's and those mech walkers in the Avatar movie and use them as refs.
Needs more upgrades too when it comes to usefulness.. Example, how will he turn to the sides? Right now his abilities seem like those of a pawn piece in chess, but without the diagonal attack.
Not to mention armor, attacks, the obvious vulnerabilities, ect.. Imo, a re-design should be the priority now.

This should help you get started. Unless these were your original intentions.. it's your call.

Pixel Art / Re: A Tree
« on: July 31, 2010, 08:37:43 pm »
I think the key to sucessful pixeling in this size is recognition of basic elements, along with the relevance given to them. You seem to be putting up too much detail and stray pixels everywhere that compete with the basic shapes, making the whole piece lack depth and look busy.

Simplified elements along with light and shadow help alot when defining shapes, and most of the time can be enough to make something look good. Some details can also be implied to the eye by altering the main shapes slightly, without having to waste more pixels.
Technique wise, something important is to avoid using lone pixels to define textures like this, as they alter them always in a negative way, and grab unwanted attention.

Here's my take of it. Light and shadow mostly on the trunk, different leafy layers for depth.

There were a bunch of tree threads here some weeks ago filled with excellent examples, btw. I recommend a quick search.

Pixel Art / Re: My pixel art website
« on: July 01, 2010, 03:42:42 am »
oh god nonono

What a wonderful place, just the reaction gave a boost to my bored mood

Pixel Art / Re: Mug help!
« on: June 25, 2010, 03:19:11 am »
Pixels so far. Some excellent critiques here.  ;D

Ultimaodin: Tried to being back some of that worried aspect. How's it?

Im sketching up another character to try in this same style, this time an old man. Updates to come.

Pixel Art / Re: Mug help!
« on: June 24, 2010, 05:48:02 am »
Well yeah, I've been analyzing this for a good while, too many a things to learn here

Even so, I think my problem lies here:
About the anatomy / proportions. I don't know how you started, but the best way to start something like this is with a solid base like so:

Ask yourself, do the basic proportions look correct? If so move to the next step, if not fix them.

Got to stop this habit of skipping that part  :yell:

Im moving parts to match the angle now, before going to shade:

-rough edit

Pages: [1] 2 3 4