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Topics - Ambient
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Pixel Art / Pixel Effects
« on: August 18, 2010, 01:20:03 am »
Never quite done them before, but got a few to do. For now, they are for different strengths of air to ground collisions, and the last is a death animation.
For medium landings (from jump) [Changed in edit 1: less gravity]
For light landings- being knocked back
For heavy landings (fatal). I feel it is way too strong, and if I use it, it will probably be for a desert fatality. Gravity too strong, may use for water impact.
Based off of the above. Forgot to change the eye-white transparency. From Idle animation.
For lighter landings [added in edit 1]
A medium-heavy landing effect, testing dispersing the particles (used cheap transparency). I'm not too pleased with it, but the dispersion looks better. [added in edit 1]
A moderate effect from an attack, seems like a bit of an over kill again. [added in edit 2]
Posted in the order in which I made them. I used the transparency on the first for the dithering, and I do feel guilty about it.
Character, from falling animation. Basically a water balloon.

As these aren't too complex (aside from the pop), I plan to have one for many surfaces and collision levels. I have many more on my to-do list, as I'd like for there to be an effect for every action.
These are all one color for now, and I have no idea how to improve them. My stuff always looks great to me until I know what's wrong, and then like not so. I've seen some really neat pixel art effects, mainly explosions.

2
Pixel Art / Brass Swan
« on: August 09, 2010, 01:56:33 am »
-mine
-ref (shrunk about 100x)
Mainly started as a lighting/anti-aliasing experiment; I angled the picture to better diverse the lighting. The base outline (highlights and shadows) traced from a photograph that I took (of a sculpture I own). I took 4 colors from the original image, and used Gale's Make Gradiation to generate 2 between each- 10 colors total, + transparency.
Issues that come to mind as the creator:
I'm not happy with the contrast in the back end of the shadows. This brings to mind as to use dithering or a larger color count to smooth this and the rest of the image, and to use dithering at all. I'd like to keep the color count at 16 or below, but I'll reluctantly increase it if absolutely necessary.
Not too pleased with the highlights along the neck, but seems rather dull without them.
The curve along the back of the neck bugs me, but whenever I blow it up to modify, I kinda get lost in the anti-aliasing, lol.
In the end, I'd like to anti-alias all the edges, but I don't want it to look cruddy on most backgrounds. Should I do one, the other, or both?

I'm naturally reluctant to give reference photos because I hate how they show where I failed. Is it worth showing where I failed while showing where I succeeded?

3
Portfolios / Cheap pixel artist
« on: July 30, 2010, 08:04:26 pm »
My name is Joseph Fox, my timezone is CST (GMT-6), and I am looking for paid pixel art commissions.

I am a perfectionist, and I try my hardest to fit descriptions, references, or suggestions.
Contact:
My email is ambientx(at)live(dot)com. I generally check my email on a daily basis. I can usually respond on MSN Messenger within a few hours.

Private project

Tile set mockup
Software project

Other


I have minimal experience in digital painting.
My host is having ftp problems, thus the transparency issues.

Policy
Payment is best received via PayPal. I am generally a slow worker and feel guilty to charge the $15/hr I believe I'm worth, so I will charge roughly $8-$15/hr, more if I like how it turned out (but not unreasonably more).
Prices will be estimated before doing a piece and are subject to change. Upon finishing I will send a medium quality jpeg, and then you may purchase the detailed image. Should an issue arise, I will refund any money for incomplete works. If you don't like the jpeg, that does not qualify as a before said issue.

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