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Topics - API-Beast
Pages: [1] 2

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Portfolios / Beast: Pixel Artist
« on: May 11, 2019, 01:26:01 pm »
[deleted]

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Portfolios / Beast - Character Sprites & Tilesets
« on: March 14, 2018, 11:31:09 pm »
Manuel Riecke
Freelance Artist
Email: api.beast@gmail.com

Hi, I am Manuel and I am mostly looking to work on environment art. I've been doing pixel art for 8 years now. Send me a email so we can figure out how I can help you. Thanks  :)




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Perspective seems to one of the most difficult topics in drawing, and at the same time also one of the defining factor of successful artists. Especially when it comes to drawing fictional concepts or illustrations.

There seems to be two approaches to perspective:
  • Volen CK did a lengthy video on his Odyssey of learning perspective. And it kinda ended up being very brute force: learn 1 point perspective, learn 2 point perspective, learn 3 point perspective, painstalkenly construct one thing after another with utmost precision for months. While this enabled him to finally do very complex things in 3D I am still not convinced: the constructed objects are rigid and lifeless. Technically impressive but artistically bland.
  • The other approach seems to be skipping the whole thing and instead teaching your intuition by being analytical of real life 3D objects and models. Life figure drawing, reconstructing real objects and buildings. Great approach but not everybody has access to life models.
You are all probably are all aware of 1-Point perspective and 2-Point perspective. 3-Point perspective is the logical continuation of those, allowing you to construct pretty much everything accurately.

But 3-Point perspective doesn't take distortion into account, to do that you need to take into account not 3 but 6 vanishing points and accurate construction becomes much harder. Nsio has a lengthy post explaining 6-point perspective.

I made a few perspective drawing templates, I don't expect them to magically teach me perspective but they might be useful tool for studying one the one side and for making a habit out of thinking of the paper as 3D space rather than just 2D. I hope this is useful for others as well.

These all use 6-Point-Perspective and were created using Blender. To use them print them out and get sketching inside the 3D space.


perspectiveTemplates.pdf


Source Files, other formats

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Portfolios / Beast - Game Artist - Sprites, Tilesets and Animations
« on: May 29, 2017, 03:19:43 pm »
Hi, my name is Manuel and I've been doing pixel art for a few years now. Scenery, portraits, sprites, animations, tilesets, whatever you need I can do it.

Contact me if you are interested.

Email: api.beast@gmail.com
Discord: Beast#8183


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Pixel Art / [C+C] Some RPG combat sprites
« on: April 17, 2016, 12:11:20 pm »




Empire

Warprince Marius
Highly efficient fighter
Riposte throws melee attacks back.
Can Impale characters, for heavy bleeding damage.
Pose-Reference ("Pflug"-Langschwert stance)



Hand of Steel

Lord Steelclad
Metal Manipulator
Lightning Magic
No Reference

Steel-Guardian
No Reference

Lightning-Orb
Casts a strong lightning attack after charging up.
Used 3D base constructed in Blender



Damned Souls

Charon
Summons ghost versions of previously defeated bosses.
No Reference

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General Discussion / How do I even start a piece?
« on: December 04, 2015, 10:55:05 am »
Hey Pixelers!

The most common critique of my work is that the pieces don't really tell a story, on the one side because of lack of composition, but more than that because I don't really have a idea what I want to depict in the first place. :yell:

My root is in game art, where the process is quite straightforward: you know what you need, you know in what format you need it (like "weapons should be around this size and vertically aligned"). The world itself builds itself out of the assets, each new asset can reference previous assets and as such build a link. (Like "this asset had a fire rune on it, let's use the fire run on this one too" or "let's put runes all over this super strong magic users body").

When not doing game art my decision process is always very gimmicky, "Let's make the light through prism thingy but make the output look more magicky-mysterious!" or "Let's do a realistic style picture of this apricot!". Other times I have this picture in my head, think "Amazing!" and then later come to the conclusion that my vision was bad in the first place.

So it's missing any rhyme and reason, but I am kinda stuck here, don't know any other way. How do I find a good subject I want to depict, something that can tell a story, something that can be displayed well in a picture?

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Pixel Art / Looking for feedback on the SS13 piece I did. | Mysterious Crow
« on: December 26, 2013, 03:10:51 pm »


So I did this picture for Paddy, theme being Birds+Shadow creatures, I thought it was quite good and I put quite a bit of work into it, but I've got absolutely no feedback on it so far so I am a bit worried since artists tend to be blind to their own mistakes.

Are there any grave mistakes? What can I improve? Is it too boring maybe?

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Portfolios / Beast - Tileset Artist
« on: August 31, 2013, 12:24:59 pm »
- Primarily Pixel Art but also Vector and 3D Art
- Specialized on Tilesets and Environments
- Couple of years experience
- Background Knowledge in Game Design, Development & Programming
- Located in Germany
- I can help you making your game a visual gem, both from the technical and the asset side.

If you are looking for a artist please contact me via email api.beast@gmail.com :)




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Pixel Art / Eh, yup. Grass tiles. [CIP][W+W]
« on: July 27, 2013, 04:04:49 pm »
Eh, yup. Another thread without finishing the previous ones, maybe have been a bit too overmotivated.

New tileset, trying to get a "perfect" 32x32 look for it, so it's a bit more structured than the cave tileset but similar workflow.



Current Issues:
- The big cliffs, they look a bit bland, approach worked fine for the small ones, but it seems I need to make something different for the big ones.
- What kind of decoration/features could be used to break the whole thing a bit more up and make it look a bit more exciting?

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General Discussion / The grass tile - a unsolved problem?
« on: July 25, 2013, 08:54:07 pm »
In the whole time I made tilesets, the most problematic one always has been the grass tiles. Most examples simply don't look good, and better looking games often even avoid them entirely. A textured approach is often too noisy, rendering single strands or bush-like structure tends to look bland, barely better than just flat color. Anybody having a insight on this? Maybe a different approach?

There are some examples of good grass I know, but they are kind of limited on their own.

Jetrel had some very interresting grass for his unfinished RPG project but it depends on a lot of tiles and careful hand-placement of them.


Frogatto seems to walk arround this issue by not having larger areas of grass, only small detailed patches on a very rocky surface:


My own approach is still using flat colors with just a few clusters suggesting grass structure here and there:



If anybody else knows some worthwhile examples of grass tiles please post them in this thread.

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