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Messages - iggybork
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Pixel Art / Re: Hair/Character Design/Color C+C
« on: September 01, 2010, 02:19:10 pm »
Gwuh! Thank you Helm. :D

Just curious, but was there any reason behind the slightly pinker cast in your palette change?

Pixel Art / Re: Hair/Character Design/Color C+C
« on: August 31, 2010, 03:44:55 pm »
Okay, I guess I do need to post the reference.

The trouble I'm having with the bangs is that the reference I used was a professional photograph with really hard lighting coming from two directions, so the shadow on the right cheek is a monster, but there's still light coming from the right. Actually, now that I look at it, the primary light source is the one on the right side, and the rest of the face is slightly in shadow. Craaaap.

You're right about the neck. And the rugburn! I was experimenting with hue-shifting because the idea was new to me, and maybe I overdid it on the face.

Pixel Art / Hair/Character Design/Color C+C
« on: August 31, 2010, 03:39:25 am »
I don't know how long I've been working on this, but the main problem has been the hair. The olive-colored "green" face was inspired by the 4-color Mafia Boss palette challenge, which I was initially using as a base to test different hairstyles. I wanted to try something crazy and FF-inspired, but in the end I decided it was best to stick with something realistic for this character. The neck is also bugging me.

C+C on anything!

The reference was an image on Flickr. I've lost the link, but it's pasted into my in-progress file, which I can paste here if it's needed.

Pixel Art / Re: [WIP] Simple platformer
« on: April 06, 2010, 08:53:33 pm »
Well, normally people don't face the camera when they're walking sideways, either... and it's a helluva lot more interesting than the head remaining static like it was in the first incarnation. If every walk cycle Dekthro does has the head bobbing, then you can be worried. As it stands, I think it's a style choice, and it's adorable. :)

Pixel Art / Re: [WIP] Caterpillar Mech
« on: February 04, 2010, 04:27:02 am »
For me, the problem is context. When I first looked at this animation, which looks fantastic, I was helping someone on Pixel Joint perfect a profile view catwalk animation. I opened this topic and my immediate thought was "robo-catwalk!" Now it's all I see.

It might not matter to you, because nobody else seemed to notice it, but if you see the similarity, I think the problem is that the head/upper body is moving from side to side too much.

Pixel Art / Re: The yellow dragon [WIP]
« on: January 30, 2010, 06:35:46 pm »
Think of dragon wings as small arms bent at the elbow with long, thin fingers, and canvas stretched between every piece. In order for the dragon to flap its wings, it has to wave its bent elbow up and down, same as if a human were to fake the wing-flapping motion. I'm taking all this from this video:

Pixel Art / Re: Small scale furniture and such
« on: January 22, 2010, 04:11:36 am »
The computer desk keeps bugging me. Since the bases and tops of things are all on the same line in this perspective, the only way to show that both the computer-desk-cabinets and the supporting plank are of equal width is to make the shadows of both have equal width. Right now, it looks like the supporting plank is either flat and somewhat turned to face the viewer, or it looks like it gets to the wall far before the cabinets do.

I tried it in paint, and the fix makes it much more readable. I'd post the edit, but I still fail at transparency.

These are adorable. I agree with Stratto, they look like they belong in a platformer, but the colors are also giving me a dollhouse vibe (in a good way).

Pixel Art / Re: Awkward Turkey
« on: January 20, 2010, 04:03:29 pm »
Actually, the clenched hand looks fantastic. You don't want the nail-side of the thumb to be that curved, or at least mine isn't when I try that with my own hand. Just remember that, when together in the palm, the fingers act more like a triangle than a square - wider at the second knuckle than at the fingertips. And you'll see a little of the first segment on the left of your middle/ring/pinky fingers, and on the right of your pointer finger.

As for the one you finished, the thumb is too short. On my hand, my thumb is almost as tall as the second knuckle on my pointer finger when I put them right next to each other, so even when extended, it should still look longer. You may have been going for some foreshortening, but if the thumb is coming towards the viewer, we should see more of the flap of skin between the pointer finger and thumb. Also, no matter how you have the fingers extended, the tendons from every finger (including the thumb) should stick out. (The one on the thumb is really fun to draw, because it has two tendons - one that goes up to the second knuckle and one that goes from the wrist to the base of the thumb - and they form a little well next to the wrist. :) )

Challenges & Activities / Re: Palette Workshop Challenge
« on: January 19, 2010, 07:32:09 am »
Woo mafia boss!

She has two talents; making you talk, and keeping you quiet. They call her Kitty, because she likes to "play" with her "food". (Yes, that's an eye.)

Pixel Art / Re: Character sketch
« on: January 19, 2010, 02:30:53 am »
I disagree. I think the whole aesthetic of the original is based on the black lines and I find it looks wonderful that way. In fact, I prefer Chris stylized line widths by far over the lackluster graphics and concept design of "The World Ends With You", because there the black lines really do nothing to back up the form at all. There's tons of examples of good varied line work that could help Chris, but I don't consider TWEWY to be one of them.

I had this feeling I was asking for trouble by using TWEWY; I guess I was right! :lol: I'll rephrase my point: When I look at the animation, the black outline makes me go, "huh?" It looks really good from a short distance, but if I look too closely, all I see is that chunk of black pixels on the back of his head. But, I'll admit, if he were in an environment done in this style, chances are I'd love it. All opinion and context, I suppose. I picked TWEWY because, to me, the hard outlines convey a mood and are representative of the game world. Whether or not the graphics are art or even good, they set the tone of the game. I think I was moments away from asking whether the Chis's black line shading was artistic intent or just a test, but if we start talking about artistic intent then the focus will start shifting away from the WIP. (And we'll all get mad at each other and I'll sound like an idiot. Yay, internet!)

What examples were you thinking of?

A thousand apologies for sounding pretentious, I promise to do better next time and spend more time pixeling than I do C+Cing. :-[

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