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Topics - JustinGameDesign
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Pixel Art / [C+C] Koi Samurai Character Portrait for Wings of Aetos
« on: July 25, 2016, 10:17:25 pm »
I'm fairly happy with this 80x80 character portrait, but I'd still like to know if there's anything I could be doing better.



I designed this character for my game, Wings of Aetos, in which each character is meant to have an element and combat style. For the element of water, I chose a koi theme as well as a complementary samurai style.

The pattern on the scalp and neck bring to mind the fish, while the white face and orange around the eyes are meant to suggest kabuki makeup. I used a model for the proportions, but the hair and wardrobe are a variations on characters in several Japanese period films.

One challenge I set myself was to try to represent a water-themed character without the use of the color blue, although I find the green of the eyes a good fit here. The expression is made to look emotionless and fish-like, like someone who is interested in what they see, but perhaps a bit off-putting.

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Pixel Art / [C+C] Wings of Aetos Character Portrait
« on: September 12, 2014, 04:37:55 pm »
I made this game-sized pixel portrait based the larger sketch below:

I made several changes, including the coloring. It's an entirely different palette than I've used in previous sprites of the same character, and I wanted the opinions of people here on how well it works. Any other feedback is, of course, also welcome. Thanks!

The original sketch:

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I'm kinda at the limit of my ability on these two sprites:



If you can, offer feedback on:

1.) How better to express light and shadow on a character with chrome skin--I need work on this.

2.) Any problems you see in the animation--I've been staring at it so long I can't spot them myself anymore.

3.) Any other problems with proportion you might spot--I did my best to try to render a character that was muscular without being a cartoon gorilla.

Thanks.

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So here's a sprite I'm having some issues with:



The character is meant to have blue markings on his chest and torso (see example below), but do the lines really register in the player sprite? Should I just not render the blue markings on his body in the smaller player sprite? Or is there something I can do to make them pop? I'm not trying to adhere to the specific restriction of any given system. I'm just limiting colors and resolution generally.


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