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Messages - rosagi
Pages: [1] 2

1
Pixel Art / Re: Help with the background.
« on: December 05, 2016, 07:47:03 am »
I would second eishiya's comment on the values and contrast, particularly regarding the background/foreground. Concept looks cool though!

2
Pixel Art / Re: Overwatch demake: Bastion
« on: December 04, 2016, 04:03:48 am »
Okay so that bowed reorientation of the leg has to go I've decided..why do I have a feeling that this problem has been resolved before by many artists throughout time

3
Pixel Art / Re: Overwatch demake: Bastion *fixed
« on: December 03, 2016, 09:04:01 pm »
yes lighting was very inconsistent (thanks for the poke), rather obvious with such flat planes. Playing with the pose in a more neutral environment but Im wary of forcing upon the old rather than re-establishing from scratch.  I can see what you mean about a certain 'disconnnectedness' thought I think this may also have to do with an inconsistent eye point so I'm trying to redraw some parts. Head orientation also seems to contradict the pose too much so I changed it back- orientation at this scale required firm commitment!

Also, antialiasing/silhouette blending seems specific to the environment but I feel it communicates the form better. Seems I have to narrow my purpose down, will this be a character in a fixed environment or multiple environments? Is fidelity to the character more important than pixel composition? Looking at the revision next to the old one, by trying to vary the pose I've created a far more static one, meddling with the foreshortening is making feel like I should have drawn a structural sketch beforehand, hmm.. I need some sleep :ouch: Further criticisms appreciated.


4
Pixel Art / Re: Overwatch demake: Bastion
« on: December 03, 2016, 05:14:54 am »
a few dirty modifications, keeping a bit of a darker scheme for overall contrast. That'll learn me for making the environment and palette an afterthought..


5
Pixel Art / Re: Overwatch demake: Bastion *fixed
« on: December 03, 2016, 02:29:46 am »
Agreed -the apple hasn't fallen far from the tree in terms of the pose, I also agree about the background I could have at least created some bounce colour from the ground - he was hastily plonked in there . All good points, and thanks!

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Pixel Art / Re: Overwatch character demake: Bastion
« on: December 02, 2016, 10:17:36 pm »
hmm.. okay fixed :P

7
Pixel Art / Overwatch demake: Bastion
« on: December 02, 2016, 09:47:29 pm »
Trying to claw my way back into this pixelling thing after polygons for a stint..  so much still to be learned with pixels. (Mostly) 8 colours so far, though I've been tooling around a bit  with 128 x 128 16 colours as set limitation. More or less straight up from reference atm while I find my legs, I'm thinking about trying more characters but perhaps at another scale?





- environment obv needs work but just for fun


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Pixel Art / Re: pixel mech: 8 frame walk
« on: May 09, 2014, 10:32:38 am »
thanks very much Astraldata and Rikfuzz for the thoughtful and considerate feedback, I will keep these points in mind when I get to try re-do the animation later this weekend.. have another working starting to spawn some top down shooter ideas. Hopefully will have a fresh take on things then

9
Pixel Art / Re: pixel mech: 8 frame walk
« on: May 06, 2014, 10:08:19 am »
Thanks guys, PixelPileDriver, am working with an old laptop and bad viewing angle, probably could do with a calibration too.. hopefully thats a bit clearer now.



Manupix: I am familiar with the 12 principles - thanks for the cool reference. Good point regarding the feet, I guess I tried to undershoot here in attempt to cut down on frames (8@12fps) trying to keep a sense of mobility, though admittedly it lacks any ease in -ease out in the body movement and apart from the head bob, any further secondary effects that could help sell the weight. I'm familiar with the idea (consistent with your examples) that 12 frames is the standard walk for heavy mechs, hulks, robots and the like. Was hoping to economical rather than stingy, unfortunately I cant just bump it up to 12 by interpolating the existing frames  :lol:.

Firstly, design workable enough in it's current state to be re- animated?

and if so would you recommend trying to rework the 8 frames.. or shoot for the 12 frame standard regardless of other design considerations?

10
Pixel Art / Re: Project artwork
« on: May 05, 2014, 02:02:24 pm »
Hi Pyro, I'd think that a stark white outline might be a bit much :o, in order to bring out the sprite, perhaps tone down the use of full white and shoot for a little less contrast in the tonal/value range of background elements. I'd recommend pro motion for palette tweaking, though I'm not sure it's PAL format can be used in aesprite.

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