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Messages - skw
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Pixel Art / Re: An artwork inspired by Uno Moralez.
« on: April 17, 2014, 05:54:00 pm »
I was going for a somehow uncomfortable pose, stiff, as if she's fighting with a headache, or something. I didn't really know where to put the right arm, so I left it out...but still, I see, it should be drawn out to make the pose look more realistic. Thanks!

The guy in the window is, in fact, a bumper sticker I made:; it's supposed to act as a signature :)

Pixel Art / Re: An artwork inspired by Uno Moralez.
« on: April 17, 2014, 01:14:24 am »
Hah ! Honestly, I haven't noticed that until you pointed it out. Sure, the mattress looks very small when you start analyzing (this, however, could be easily improved by stretching it to the left--behind the picture frame), and so does the window, or the whole room. The things cluttered on the desk are, in turn, too small as I see it now. I had some trouble with setting the right perspective and it's no secret I did it intuitively. I guess I will double check the initial sketch the next time I'll be drawing a full scene. Or toss it in here to reassure myself if it's properly done before laying out the details :) Thank you !

Pixel Art / An artwork inspired by Uno Moralez.
« on: April 11, 2014, 03:01:35 pm »
This is a complete pixel art but any critique will be warmly appreciated.

Asia has to call it off for today, due to a severe case of runny nose.


Mail sent.

General Discussion / Re: Official Off-Topic Thread 2014
« on: April 05, 2013, 08:12:43 am »
Hello! Sorry, I know this was discussed a thousand times before but is there a way to get back to the original layout ? All I see now is a plain default theme that doesn't really look cool :)

Pixel Art / Re: My Newest Piece & Some Unfinished Artworks (3)
« on: April 05, 2013, 08:06:08 am »
Thank you guys !

The first two suffer from poor construction imo, too much symbol-drawing from the ol' image-database in the brain, especially the head on the second, which reveals where anatomical knowledge is lacking.
That is true. I always speak in defense of anatomical correctness but don't seem to follow the rules myself :) The second one is meant to be deformed but I guess I should make another, more realistic take on it to practice drawing anatomical features. May I ask, what is wrong with the Witch House piece? I guess the nose is somehow not on the right plane...also, there can be some problem with her left eye which I should probably move slightly to the left; am I right?

Generally, all of these are the results of mindless doodling so yeah, no firm construction nor any references were used.

personally I prefer some of the roughness in the unfinished ones.  The finished one seems too smooth to me.
This is why I always leave rough spots in many of my pieces. Plus of course there's the exhaustion factor as, having the base image established, I get bored quickly of pixel-level polishing ;)

Pixel Art / Re: [WIP] Maze Game Tileset
« on: April 05, 2013, 05:12:04 am »
Shipping Level: I see you fixed the perspective, these look cool now. BUT! you may think about adding a little more vibrancy to the crates. They look as if just brighter/darker hues of the same color were used. The shadowy part could have a tint of blue and the lit part--yellow/orange. Just a suggestion.
Snowy Level: These tiles doesn't really blend well vertically.
Sunny Level: I think I liked the previous version better, it was simpler and less eye-tiring. The lower part of the tile, however, could be darker (maybe even more than in the second variant) to make illusion of a 3D shape, i.e. long blades of grass.

This is gonna be a nice-looking game, no doubt :)

I'd suggest staring from the bark, then branches and then adding shapes to the branches. Remember that this is a 3D object so some of the branches go towards you and some behind the bark. Leaf clusters are basically spheres placed one next to and on top another, irregularly. You can treat them as such when it comes to lighting. Really, just spend a couple of minutes on studying how trees are built and how they can be downgraded to basic shapes, this will help you a lot. Then you can think of a suitable style :) Good luck!

Pixel Art / Re: Violetblight Quarry
« on: April 05, 2013, 04:45:52 am »
What about details, it's really a matter of choice and style. Think Chaos Engine, for example. Their floor tiles were basically just a solid-color fill with some simple corner details. You shouldn't make tiles too complicated, however, especially when they are going to be repeated frequently and on large areas. In the above case, I think that you haven't crossed the barrier yet--the set looks good!

Pixel Art / Re: My Newest Piece & Some Unfinished Artworks (3)
« on: April 05, 2013, 04:29:05 am »
I'm bumping the thread. Come on guys, no reply at all? Are these worth completing? Or should I leave them as they are and proceed to something else? Give me some motivation! :d

What on to the Witch House piece, I heard an opinion that made me thinking. I heard that it's "kinda repulsive;" is it? I kind of wanted it to be like that but I wonder whether this feeling you may have while looking at it makes it a poor pixel art?

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