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Topics - Daimoth
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... This board knows its shit more than any other I've found, as well as people who have industry connections and knowledge of other fields. Apologies in advance if this ruffles feathers.

Since flirting with pixel art (some people liked my stuff, I think) I think my calling as an artist might be GUI work.

So... is there a community like this for GUI stuff? To be clear, I'm not talking about a community specific to pixel art GUI. I'm talking about a community that might appreciate beautiful, intricate graphic interfaces, regardless of color count. Not just translucent squares with rounded corners, which seems to be the trend atm in AAA games.

Does such a thing exist?


See how some of them are facing straight ahead and some are sort of glancing at an angle?

Deciding between profiled faces and angled faces always feels like an imperfect compromise. Profile makes the most logical sense (characters about to fight would look straight at each other) but I like angled heads better, both as the artist and the viewer.

If I'm honest, I actually prefer a mix of the two, as in Demon's Crest up there ^. But if I'm going to use both, I'll need a way to decide which style to use for which character, and therein lies the rub. I can't come up with a criteria for deciding between the two styles. And I really dislike when animators use both styles in the same animation where it isn't called for, which makes it look almost as if the character's dancing or has palsy.

Thoughts on the matter?

Pixel Art / Daim Iterates (ongoing!)
« on: April 15, 2015, 10:29:19 am »
The sprites in this thread will likely coagulate into a project at some point, so I'm broadening the scope of this thread.


======================Dead Man======================

Various iterations: 1, 2

Springboard iteration:

Pixel Art / Self portrait
« on: September 25, 2014, 06:00:17 am »


Source photo

Note: lost weight since then, hence the narrower face

This version follows the rules for the weekly over at PJ. Easily the most dithering I've ever used. May end up animating it, have the fire going with a few speculars twitching on my glasses and skin.

Anyway, there's plenty of time before the challenge is over, so tear it apart lads.

Pixel Art / Splatterhouse sprites *NEW* 10.1.14
« on: September 23, 2014, 12:41:45 am »
I'm starting a little Splatterhouse tribute project. I love the game's aesthetic, but it badly needs an update. And no, the abortive 2010 reboot doesn't count.

I'm using a style reminiscent of 90's vs games. Might even make a few of them MUGEN characters to cut my animator's teeth.

Anyway, first up is Biggie Man WIP. If you've a strong foundation in anatomy this character will give you an aneurysm. Go ahead, count the biceps.  :hehe:



progress GIF

Lots of rendering and re-working will happen before I start (*gulp*) animating his idle animation.

Pixel Art / Scary forest
« on: September 01, 2014, 09:14:31 pm »

WIP gif

Threw this together last minute for the Shrouded in Mist challenge. It feels incomplete and unpolished. At a glance, what areas of improvement do you see?

Is there a way to make it less dim without sacrificing the tone of the piece?

How could I make the light source read more like fog spilling in from the doorway? I tried scrubbing detail for things covered by the light, but that didn't work as I'd hope, it just reads like an exceptionally bright light.

I'm very envious of people like AbyssWolf, whose work has such an air of completeness and polish to it.

I want to create a portfolio and see if I can't get hired somewhere. I could likely draw whatever I'm asked, but my concern is that I don't produce fast enough to satisfy an employer.

So, those of you who have professional experience as a pixel artist, how fast is your turnaround?

In other words, at the end of a "typical" workday, how much finished art is in front of you?

Pixel Art / Iterating on a zombie monster
« on: August 16, 2014, 10:47:58 pm »

Created for a bizarre SCP-themed Pokemon rom hack I'm taking part in. This one's SCP-106.

The sprite in the middle is as close to 106 as I could figure out how to get, given a canvass size of 64x64. I also had to leave room for its "evolved" form to be bigger.

My problem is that this particular character always appears to be gleaming or slimy. I can't figure out how to convey that. I threw on a few specular highlights, but I really want them to drip with nastiness. Any ideas, guys?

And of course any other C+C is appreciated as well!

Pixel Art / Skelly knight WIP
« on: March 27, 2014, 06:52:20 pm »

I figured I should get it critiqued before going any further.

It won't stay monochrome. Given its size I was decided not to adhere to strict anatomy.  Hopefully the shading on the metal parts is a bit more convincing than my previous effort.

  • foreshortening on the mallet thing.
  • Making the armor/weapon look dented and used, like it belongs on a character that's been dead for a long time.

Pixel Art Feature Chest / GR#150 - Undead Monster - Shading
« on: December 13, 2013, 06:32:29 am »

I've been staring at this one too long; I need some external insight


The arms are still WIP; I wanted it be kind of like an (evil) MvC sprite; I plan to give him a third leg so that it balances like a tripod.

Stuff I'm struggling with:

His "knee"(?) guards are supposed to read like metal but I have no idea how to indicate that texture. I also want to have a green liquid dripping out at various points but I can't figure that out, either. The stuff coming from his belly button is my best attempt.

Any insight is appreciated.

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