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Messages - djork
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1
Pixel Art / Re: [WIP] Mech
« on: March 21, 2008, 02:22:00 am »
There are two issue here: first, your shading is just plain wrong.  I don't know why there is gradient-style shading on (presumably) flat surfaces.  If this mech is supposed to be as blocky as I think it is, the shading should be pretty flat.

Also, I think that you might be working a little bit too big right now.  There is too much area and not enough detail, so the piece looks sterile.  If you are going to allocate so many pixels to a pretty generically-shaped mech, then said pixels should be jam-packed with texture, detail, and feeling.

So maybe try doing this mech much smaller (1/4 the current size?) and then focusing on form and shading.

2
Pixel Art / Re: pixel Shrimp ;)
« on: July 16, 2007, 12:29:35 pm »
Would you mind posting the reference photo you used (if you did).  If you didn't... outstanding job on the anatomy. :D

3
Pixel Art / Re: [WIP] blobshark
« on: June 30, 2007, 03:13:32 am »
Shark needed to look more like a shark... :(

Well, I love that shark, but it's not quite what I had in mind.  The overall style I was shooting for is more... gelatinous.   :P

4
Pixel Art / [WIP] blobshark
« on: June 30, 2007, 02:02:58 am »
This is a silly little sprite I did to play with the lighting of translucent objects.  Considering I am lousy at lighting any objects, I feel like this turned out better than I expected it to.  Actually, I have no idea what I'm doing and could really use pointers on shading "gel" or "gem" type materials.



I'm not gonna say that this is "for a game I'm working on" because we all know how that goes.

Now with less dithering?



5
Pixel Art / Re: [WIP] Walking Legs..
« on: June 30, 2007, 01:43:26 am »
The front thigh and hip are glued in place!  Loosen it up a bit.  Make it more of a full stride.  In addition to that the pelvis will be lower at full stride and higher when the legs are closer together.

6
Pixel Art / Re: Itsa Mushroom!
« on: June 28, 2007, 06:23:36 pm »
Boletus Edulis, the Porcini, is a good example of a fat mushroom in real life.


7
Pixel Art / Re: Happy Bird [WIP]
« on: June 28, 2007, 06:10:50 pm »
I'm not getting the shading of the head.  The edge of the shadow should curve the opposite direction of what is currently going on.  Otherwise it looks like his skull has caved in, or he has some sort of oil stain going on.

8
General Discussion / Re: Rendering 3d models to 2d sprites
« on: June 18, 2007, 08:37:57 pm »
This is very very very widespread in modern 2d game design, yes, especially for studios with tight timeschedules. Your friend is correct, this happens a lot and is quite offputting for people who like tended to pixel art design.

I'd like to think that this is "very very very widespread" only because derivative children's licensed games (a.k.a. That's So Raven 5 on the GBA) are "very very very widespread."  I play a lot of 2D games, so I must be playing the wrong ones or, rather, the right ones.

9
General Discussion / Rendering 3d models to 2d sprites
« on: June 15, 2007, 05:54:34 pm »
My coworker and I got in a heated argument today about how common this practice is.  He was saying that "most" 2D games nowadays start with 3D models, and then render 2D sprites.  The problem, is, though, that I can't think of more than a handful of games that use this approach (Donkey Kong Country, Mario VS. Donkey Kong).

I say it was heated because it got to the point where I said "I just don't see this being done in any games," and he said "well that's because you're an idiot!"  Seriously, where is this technique used?  Sprites are typically hand-drawn because they look better, and 3D models stay 3D for purposed of ease of animation and rotation, etc..

10
Pixel Art / Re: Fightality mobile fighting, personages
« on: June 05, 2007, 03:27:58 pm »
I really like the fact that the animations are a low framerate, yet the actions are conveyed clearly.  Excellent frame choice.

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