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Messages - SeDiceBisonte
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1
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: May 31, 2021, 08:46:39 am »
Um... Yeah, the font has some problems. I have to fit each character into a 8x8 square so the M and the W end up looking too compressed horizontally. I'm thinking of a way to make it look like a lowercase "m" but having it just be the last "leg" of the m, and combining it with the "n". So 2 characters for the letter m.
Some other game has done that and I thought it was so clever I may end up stealing that for me. :P (maybe, I don't know yet.)

Interesting! Would that also apply to the "w", except with it starting with the "v"? I actually like the shape of the "w" a lot at the moment, but I imagine having both it and the "m" as double-width characters would look consistent.


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Pixel Art / Re: Some characters
« on: May 23, 2021, 02:40:17 pm »
CELS, these are looking wonderful! I love your character designs. I can't believe how many you keep coming up with.

Regarding the commoner, I'm a less experienced guy, but I've also given it a go.


Googling Bavarian dress (the first thing I could think of with skirts that have the right sort of folds, such as these) suggested that less contrast might be desirable in the areas that are well lit, but I compensated by adding in more contrast at the top. Removing the darker parts of the skirt also got rid of half the banding, and expanding the mid-brown and AAing a bit with it got rid of some more. As ever, your mileage may vary.

I also mucked about with some other parts. I thought the shadow inside the red cape on the right didn't suggest anything that we could see the bottom of the cape doing, so I smoothed it out. I also fiddled with the gold and red band on her forehead to make the eyes more prominent. Her left shoulder (our right) looked too close to her neck to me, so I tried to move it further out. I think I messed up the hands a bit, though. Her left hand is in quite an awkward position and I don't have a hand model available at the moment (or a nearby mirror). Is she in the middle of lifting and throwing back her cape?

Oh, I also moved her feet apart. I assume from the original that she's meant to be walking towards us and a bit to our left, but it started to look less balanced to me as I was working on it so I shifted it to a standing pose. That was more for my benefit really but I think, if she is meant to be walking, it'd be good to use the folds of the dress to maybe show the knee/leg structure and add some movement that way. That's a very mild suggestion, though, as I'm not sure how I'd approach it and I don't think skirts like that really show much of what's going on beneath anyway.

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Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: May 23, 2021, 01:53:43 pm »
I've been busy the last few weeks and haven't had a chance to drop by. You've done so much amazing work in that time! I particularly like the running jump/flip. The font is also great, although I wonder if the 'M' could be reworked because it appears more squat than the other letters. I had a go but couldn't quite figure it out. I think the issue comes from the curves at the bottom of the stems, although it's hard to do anything about it without making them look too chunky.

I don't really have any other comments yet because this looks so good!

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Pixel Art / Re: Some characters
« on: May 08, 2021, 10:53:41 am »
Thought I'd throw my hat into the ring.



I think the two main things I noticed were that some areas were very low contrast compared to the jacket, which goes all the way to pure black. I darkened the back of her neck to separate it more from the hair, and I used the dark brown of the jacket on the gold strip of the skirt to emphasize the flow of it.

The other main change (that's different from what anyone else has done) is the angle of the sword. I thought hard about that because there are plenty of reasons it could either hang down or go at an angle, but I ultimately like that it follows the angle of her leg and looks dynamic.

Aside from that, I also added more of a backwards lean (as is de rigueur in edits of this character) and altered the arm holding the baby so that it's further from her body, as in the reference. The baby looks a bit less constricted that way.

I read the angle of the reference the same way you do, by the way. I suspect the fact we can't see her feet is what's leading to the ambiguity. Her right leg (our left) appears to be going vertically straight down (with a slight bend forwards), angled towards us.

Edit: I also narrowed her shoulders slightly. I can see why they ended up the width they did based on the reference and the costume, but I thought it looked more feminine to narrow them at this scale.

I've also just realized that wasn't the latest version of the character. D'oh!

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Pixel Art / Re: Ophelia - Need Advice on Foliage
« on: May 08, 2021, 09:50:18 am »
Thanks guys! I really appreciate all the help (more of which I'll be able to apply on my next, non-time-limited project, whatever that may be).

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Pixel Art / Re: Ophelia - Need Advice on Foliage
« on: May 06, 2021, 10:23:01 pm »
I decided the deadline was important enough to finish it off as best I could today, although it would definitely have been better with varied leaves and something else to give it that ominous feeling.



If there's anything glaringly wrong or really terrible (e.g. those rocks, which I ended up hating more than the leaves so I just slapped some shadows from trees off to the right of the picture) then I can still update it.

I wish I'd had time to get it up on here a bit earlier, but work got in the way the last few weeks.

Thanks again for the help!

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Pixel Art / Re: Ophelia - Need Advice on Foliage
« on: May 06, 2021, 09:28:37 am »
Thanks guys!

Haha, they're meant to be flowers but I realized they were too big and I didn't get round to finishing them by the end of the day. That shouldn't imply that I actually know how I'm going to finish them, mind you. I think the ones in her hair get by because contextually there isn't much else they could be.

The flowers are the reason the composition ended up the way it is, with her looking out of the frame. It's meant to look like some have fallen from her hair but she hasn't noticed, foreshadowing the fact that she's going to end up in the river. I think it's probably far too subtle, though, so I actually like the idea of throwing in some other ominous hints (as long as they're subtle–as you say, CELS, it'd be easy to hit the audience over the head with it).

I'm considering extending my deadline slightly to a year since I finished my first piece rather than a year since I joined, but maybe I can pull this off today...

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Pixel Art / Re: Ophelia - Need Advice on Foliage
« on: May 05, 2021, 09:49:35 pm »
Whew–been working on this all day and I still haven't managed to address all the crits but, since I'm aiming to finish it tomorrow, I thought it'd be wise to post an update.


While increasing the size of the leaf shapes, I hit on what I'm hoping is a decent method of rendering the nearest foliage on the far bank. Obviously that'll get smaller and fade into the existing style of shading the further back it goes. This version doesn't have varied leaf shapes yet, but that's something I'm hoping to come back to if there's time.

I also tried out a slightly duller orange in her hair, in the hope that it would blend better with the red. Not sure how I feel about it.

My main worry is that I have no idea how to do the closest part of the near river bank. I'm considering sticking a load of rocks in that bit and having the bushes start a little before the point it currently changes from brown to blue, but that would feel like a bit of a cop out...

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2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: May 05, 2021, 10:06:49 am »
This is all incredible work. I never played any of the Wing Commander games, but this strikes me as being akin to the re-imagining of Battlestar Galactica. You seem to have built from the original aesthetic but given it your own character. I also love how grounded everything looks. I'm a fan of realistic-looking sci-fi (especially if it has a 70s vibe) and this is right up my street!

Angel's helmet looks great. I'd love to see decorated helmets for all the characters.

One suggestion I have about the helmets is that it might be worth having a "helmet hair" version of the models. I feel like you wouldn't see as much hair on their foreheads with the helmets on, as they'd be pulling the hair back. I'd also love to see Chef blink in that animation, but I have no idea how easy would be to do.

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Pixel Art / Re: Ophelia - Need Advice on Foliage
« on: May 04, 2021, 07:13:29 pm »
Got an in-progress version because I'm running out of time today but want to know if the things I've tried are working.


I guess it's a bit odd that the dark half of the trees is nearly pitch black with no visibile details. Maybe I'm wrong. I'd have to see some references.
EDIT: On Ophelia, the front of her face (our left side) is catching some light. Her hair seems darker on our right side and brighter on our left side. So it's weird that the nearest trees are pitch black on our left side, no?


See, this is the sort of stuff I'm trying to learn myself, so I shouldn't be giving advice. I just notice the pros are mixing warmer and colder hues a lot, giving their textures a richer, more complex fabric. And I don't know how to do that yet.

Thanks so much! That definitely works and I've attempted something similar. I think I've been less successful as far as the foliage goes but it's still WIP. It's definitely an improvement. I'm beginning to fear that the landscape part of this may be beyond me  :(

The tree appearance was based on a few reference images (along with looking at a load nearby while tearing my hair out, trying to figure out how to do them), but this one illustrates it pretty well. I was hoping to replicate the very low contrast appearance of the side that's in shadow by having it fade from textured to featureless. My hope was that the texture would be implied on the left-hand side, but I don't think it's working yet.

Based on previous crits, I wanted to have high contrast in some areas (such as by Ophelia herself) so I put a couple of trees in useful places with the darkest colour, then added ones further back in lighter shades before working on the texture. I'm not sure how salvageable this has made the nearest trees, but I'm hoping that the addition of shadows on the ground and following your advice about the bark has helped.

You're right about the lighting, and I'll continue to pull the bark texture further round the tree so it's more consistent.

Maybe saying that you could add different types of leaves, like... Fern? Do they have fern in Denmark? Do they even grow near rivers? xD

Thanks, fskn! Apparently they have ferns in Denmark and I've seen at least one whole image of them by a river so... good enough for me! I've not really got very far into trying to add in leaf shapes. I mucked about with some fern shapes on the far bank and I think I need to go bigger and bolder for them to stand out. I'll keep working on that tomorrow, but it's another case of having literally no clue what I'm doing and experimenting by trial and error. Never let me do a landscape again  :ouch:

Also, I keep on getting the feeling that there should be some deeper shadow in and around the girl's hair, but that might just be me.  Or maybe it's the brown shirt against the brown bank that isn't drawing enough attention to her.  :shrug:

Thanks! As an experiment, I've tried adding a bit of the darkest tone to the top part of the hair. If people think the added contrast and general look of it is beneficial then I'll keep going tomorrow and shade all of the hair like that. My feeling is that it's better with the increased contrast, but I'm worried about it potentially looking too much like a pen drawing. I tried adding in some of the lighter parts of the brown ramp to blend the different tones in the hair but it looked like she had grey hairs.

Ultimately, I'm in control of the palette, but I don't see how to add or change a colour at this stage without it appearing inconsistently. One day I'll figure out how to build a palette better at the beginning of a drawing....

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