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Messages - Cesque
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1
Pixel Art / Re: [WIP] Sci-fi scene
« on: October 01, 2011, 09:48:22 am »
I'll bump this up because I really like the picture (and your second version does indeed look better). Two comments, though.

First of all, the shroud/bag/curtain/material and (to a lesser extend) the shirt look pillow shaded. I know it's because of the folds, but still, the light looks rather unrealistic - I think it's supposed to come from the centre of the room, so why is the shroud illuminated from every single direction (compare the shirt, where it looks a bit better)? It seems too bright in general, maybe you could change it to a colour that matches the statues or the rest of the room, or maybe make the folds less visible (again, like the shirt).

Second, the hands of the statues in the back look a bit weird. They don't seem to match the symmetry of the structure they're upholding, and the hands closer to the edge of the picture (on both sides) have pixel clusters.

2
Pixel Art / Re: Iso walk animation
« on: July 25, 2011, 11:52:24 am »
Just a very minor crit: The "back" hand in side animation looks a bit odd, like a little stump showing up in the front all of a sudden. From most other angles, the arms look relaxed all the way through, but in the side sprite, it looks like he's actually bending the back hand in front of him (maybe more of the arm should be showing up?).

3
Pixel Art / Re: pillow phoenix
« on: July 25, 2011, 11:45:59 am »
There are some traces of pillow shading, but it looks generally good, I think. A bigger problem is that the shading looks a bit artificial, i.e. I can't exactly tell where the light is coming from or what direction is the head of the handle extending in (is the phoenix's head in one line directly above the the rest of the handle?) The part where the phoenix meets the "staff" is also a bit dodgy.

Also, I think the top of the phoenix's neck could be a bit wider to make it more round. Here's a very rough copy/paste edit just as an example (pay no attention to the details):


4
This is a very general (and probably bizarre) comment, but the sprites look like their palette is composed of a limited number of basic colours in different shades with no intermediate ones. For example, the tree and the sasquatch with the goblin on a leash are brown & green, but the mushroom and the skeleton and the clockwork gorilla golem are predominately grey. It looks as if every sprite is using a completely different palette, or maybe a different set of basic colours, and the boundaries between them are very explicit (like between the crown of the tree and the trunk).

I just felt like pointing this impression out :D

5
Pixel Art / Re: ITD++: Dragon Boss [WIP] [C+C]
« on: July 25, 2011, 11:31:12 am »
I'd suggest making its head/whole body bob up and down when walking in the front/back sprites. It already does that in the side sprites, and the front/back animations look incredibly boring otherwise.

6
Pixel Art Feature Chest / Re: Junkyard/City ruins scene
« on: July 10, 2011, 10:04:41 pm »
Some comments/criticism:

There does seem to be a lot of contrast between the sky and the pile of junk - the colour contrast doesn't really bother me, but the clouds look rather basic with no visibile lightning direction, while the pile is incredibly detailed with strong reflections. It looks somehow out of place (there shouldn't be too many light reflections if the sky is so polluted).

It's visible that you reused a lot of elements for the pile, like the two TVs facing different directions (including a mirrored lightning direction).

The "rectangular" border between the visible junk at the top of the pile and the darkness below looks a bit weird upon closer inspection.

Why are the clouds generally smooth, except for the dithered section in the top/centre?

Apart from that (and despite that), it looks good. If it's for a game, the foreground/background contrast may actually be useful.

7
Pixel Art / Re: Heartcore (gore and nudity!)
« on: July 04, 2011, 03:32:48 pm »
Thanks again!

@Elk: I can't view the pic (due to maturity filters, and I have no DA account). Care to upload it someplace else?

@pistachio: I can totally see what you mean about the legs and the face. At first I thought the feet were the only major issue, but the legs are definitely blocky too.

@piffany (and pistachio): Here's how I imagined opening the ribcage (and thus the angle):



I'd really want to keep it that way, because it seems a relatively realistic thing to do if you want to pull out your heart. Breaking through ribs to get it out without surgical tools is impractical, pulling it out by sticking a hand down in your abdomen and going up isn't very dramatic, and just pulling it out of nowhere seems too clich?.

Anyways, I'll go back to the outline and see what I can fix when I find the time.

8
Pixel Art / Re: Axe
« on: July 02, 2011, 07:01:06 pm »
The shading looks good, but I'd have never guessed it's an axe. It looks more like a guitar or a bizarre gardening tool.

9
Pixel Art Feature Chest / Re: Creature - Sidescroller
« on: July 02, 2011, 03:13:31 pm »
I don't think the running looks very bunny-like in general - rabbits hide their front legs all the way under the back legs when running, for starters. On the other hand, the current (dog-like) running cycle gives it some comedic value.

10
Pixel Art / Re: Heartcore (gore and nudity!)
« on: July 02, 2011, 02:42:53 pm »
Thanks for the comments!

A little explanation - my original idea was to have him rip the left side of his rib cage open with a hand pulled underneath - explaining the angle, the blood direction, and sternum and parts of ribs falling off. Unfortunately, the end result ended up looking horribly un-dynamic, and the fact that the whole ribcage area became a hard-to-edit mess in the process didn't help :-[

(think it could be saved by restarting from the third stage on the left? ignore the shading)

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