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Topics - Rynen10K
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1
Pixel Art / Let's see your "Drawn to Life" Entries!
« on: August 04, 2007, 07:42:58 pm »
Well, I just got an email yesterday saying I got one of the Runner-Up prizes, so I guess that means it's safe to show off our entry designs (If you still have them  :D )

Here's my "SpaceBunny" guy that I made:





Ugh, I hate the dithering job I did on this... oh well.

What did you guys come up with for this? I'm really interested to see :)

EDIT: I wasn't sure if this should've gone under "General" or "Pixel Art", but since it's about posting the entry designs, I figured Pixel Art was most appropriate.

2
General Discussion / HELP ME QUIT MSPAINT!
« on: March 22, 2007, 12:22:49 am »
 :huh: :mean: :huh: :mean: :huh: HELPMEHELPMEHELPMEHELPMEHELPMEHELPMEAHHHHHHHHHH!!!!!!!!

Okay, I'm getting real sick and tired of MSPaint, as it causes my workflow to go SLOW AS HELL.

Right now, I'm using a combo of Photoshop (Only when necessary, about 30% of the time) and MSPaint (unfortunately, 70% of the time).

I'm so stuck on this piece of dog doodoo for a few reasons:

*Quick canvas resizing (just grab and move the corner dots)
*Copy and paste within the same layer (since there's only one layer...)
*Line Tool actually shows you what it's going to draw, as opposed to showing you a guess as Photoshop does...
*NO ANTI-ALIASING AT ALL!
*ImageReady is a shit , IMO. Layer system makes no sense, and adding a layer adds it to EVERY FRAME.
*Large, square brushes (as opposed to PS's constantly circle-shaped pencil tool).
*No pixel grid (as far as I know) in PS

So, I'm hoping you guys can help me out with this... my choices seem to be:

A) Help me figure out how to pull these off in Photoshop:

-Turn off Anti-Aliasing for everything (not just fill tool and pencil tool - EVERYTHING).
-Rotate and/or resize (not ImageSize, mind you..) with Transform Controls w/out AAing...
-Paste WITHIN layers (rather than creating a new layer, combining with the next layer, then moving it around... what a chore!).
-Make Line Tool show what it's going to do before it does it in pixels.
-Change pencil tool to be square (I'm sure this one's easy - I just don't know it, though)
-Turn a pixel grid (similar to the zoom in Ctrl+G grid of MSPaint)

Or option B) Learn another program. I'd really rather not - I've gotten attached to photoshop despite all these annoying flaws. I do have a demo of ProMotion 5, but it makes no sense to me right now  :blind:
I tried GraphicsGale awhile ago, but that one made no sense either, and the menus were all screwed up... is there a translation patch or something? So if I'm gonna go with this one, I'd like:

-Some links to tutorials for ProMotion or GraphicsGale (I looked through the big topic that's stickied, but all I saw was a link to the programs themselves...)
-And your opinion on which program is better for what.

Whew! I know that's alot, but if you can help with ANY of those things, I'd much appreciate it, and you'd know that one person out there is one step closer to dropping MSPaint from theire repertoire...

Thanks in advance!

3
Pixel Art / Seagull guy test
« on: March 15, 2007, 12:56:52 am »
Hey, guys!

Decided to try a hand at animating a wing flapping seagull guy... let me know what you think!



It looks good to me, but at the same time, it feels like it's missing something...hmm...

I'm thinking of adding that "swoosh"y inbetween effect (I don't know the correct name for it  :( ) in frames 4 & 8... or will that ruin it?

Thanks!

EDIT: By "swooshy", I mean this:

The middle frame, where everything gets stretched...what's the real name for that?

4
Pixel Art / My first run cycle
« on: February 15, 2007, 11:14:37 pm »
Hey, guys!
I've put together static pixelart before, but this is the first time I've actually tried animating a run cycle, so I figured I'd get everyone's crits & tips on it.

8 frame run cycle for mecha-man (LATEST VERSION):



Thanks!

POINTLESS EDIT: Here's a quick turn-around. Yes, i know the shading's messed up due to flipping. I'm lazy.


5
Pixel Art / (WIP) Knight Crab
« on: February 09, 2007, 12:39:14 am »
Yippy, WIPpy, WIPpy!

This is a crab enemy I'm working on for a project I'm doing... this won't be the actual sprite (the real sprite would be much smaller, unless I decide to make it a boss character or something), but once I started, I couldn't stop, and here it is:



I haven't done too much animating, and I'm planning on at least making a stance animation for this guy (blinking oddly, moving claws and body slightly) pretty soon...maybe a walk cycle, too.

Also, the bumpy texture on his claws is bugging me for some reason... I thought if I had added highlights, it would help, but it just made it worse...

I'm also planning on experimenting with some sel-out...

Crit away!

6
Pixel Art / Them thar hills...
« on: October 26, 2006, 02:08:41 am »
Something I made while I was bored towards the end of one of my classes:



I have no idea what I'm going to use it for - I just kinda liked it. I feel like it needs more, though, but not too much more... any ideas?

7
Pixel Art / Mario & Luigi heads
« on: May 29, 2006, 05:03:17 pm »
Just made a sketch the other night and decided to pixel them...



I wanted to try my hand at self-AAing. Never tried it before.

EDIT: Just noticed I missed a few spots...

EDIT2: I need to slow down... I never notice the spots I miss until I post it!  :-[

8
General Discussion / Tracing?
« on: May 27, 2006, 06:43:14 pm »
Hey guys!

I'm just curious... how do you guys go about starting off your larger sprites (portraits, larger linearts, etc)?
I remember on the old pixelation tutorial that a lot of sprites are traced in Photoshop to get a rouch outline, then refined, colored, AA'd, etc. However, I keep getting this vibe that tracing is really looked down upon, almost "cheating" in the pixel community...

Am I just paranoid about this? Or is tracing an acceptable way to begin your sprites? Or is it only looked down upon if you trace from existing, unoriginal pictures (IE just tracing a wario head or something and calling it a new sprite)?

I switch between tracing and starting from scratch depending on the size or if I feel comfortable enough not to use a traced sketch.

I know it's all about the end result, but I kinda wanted your opinions on this since I've been wondering about it for a long time.

Thanks!

-Ryan

9
General Discussion / Trouble with...3D?
« on: May 27, 2006, 04:06:46 pm »
Hey, Guys! I had no idea that Pixelation was back. One day I went to the site and it was just, well, gone. Anyway, great to see you're back! :D

My problem isn't exactly pixel-related, but I'm having a bit of trouble modeling in 3D... and I seem to be the only one for some reason :\
Do any of you other spriters who have dabbled in 3D had any problems with this? I just can't seem to get it down... I've been trying for quite a while, too. Also, for those of you who have successfully been working both 3D and 2D, do you have any tips for box modelling and the like? I usually use Maya, but I sometimes use Max every once in a while (I kinda like Max's interface better, but I love Maya's texturing stuff).

Anyway, I guess the inspiration for this topic was after looking through AdamAtomic's low-poly stuff. Great stuff!  ;D

Thanks!

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