Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - artisan
Pages: [1] 2 3 ... 9

1
Pixel Art / Re: [WIP] Help shading animation
« on: November 12, 2012, 07:06:11 pm »
Thanks for the edit... gives it way more mood, maybe i can find a more happy medium between the two. im going to look at adding highlights but it might look strange in contrast with the rest of the graphics i have done... i will have a mess about.

here is what i have come up with since... i think its a bit better, any other comments?


2
Pixel Art / [WIP] Help shading ISO walk animation
« on: November 11, 2012, 05:31:11 pm »
Hey,

I was wondering if anyone had any advice or critique on how i could shade this better?



mainly the shirt, im vaguely happy with the trousers, they have the kind of cartoony look im going for.

thanks in advance,
artisan

3
Pixel Art / Re: Iso walk animation
« on: July 25, 2011, 11:41:50 am »
the clothes aren't final as of yet so i haven't animated the vneck as it may as well be skin colour.. i also tried a little head rotation on the side on views but i don't think i will stick with it. aside from that one more to do.


4
Pixel Art / Re: Iso walk animation
« on: July 20, 2011, 04:11:29 pm »
@Mathias - No i only have these two directions so far, i wanted to get crits and such before i went on to make the others. do you mind explaining more what you mean with the foot?
and yeah i just like drawing arms like that, but thanks!

didnt even think of head bob i tried to include that in this update too

@Olothontor - Thanks for pointing that out, made me pick up on a couple of other things i didn't notice either i new something was out. i think its fixed now both looking a bit smoother...

so here is an update



5
Pixel Art / Iso walk animation
« on: July 20, 2011, 11:57:37 am »
Hey guys,

just creating a base and iso walk anim, thoughts and critique so far?




thanks

6
Pixel Art / Re: Mr.Boo... has come to see you!
« on: July 10, 2009, 12:15:26 am »
Ah yeah, Hi..

Anyways here is another update.... clouds are getting there but theres still so much more i can do too them im sure.. any ideas folks?

also done a random gate but will probs be changed.



Also i have started on a walk animation, just the legs so far... thoughts?




thanks :)

quick update (its the same but easier to work out the frames for you)


7
Pixel Art / Re: Inconsistent Gate! Help Needed~
« on: July 09, 2009, 04:03:36 pm »
as previously pointed out the problem IS mainly the contrast.... while you changed the softness of the lines thats not the only thing with high contrast on your wall and gate.

The contrast of the whole thing needs to go down, watch this...



see how it seems to fit in better?

8
Pixel Art / Re: Mr.Boo... has come to see you!
« on: July 08, 2009, 01:50:34 am »
lets just go with the neck being fine cause i want to move on for now  :'( ....

yeah..

anyways i have gone for the purple suit for now!

been working on a few individual things..

the big thing, the fence and the clouds is what im working on atm...

the clouds and background i know i will have problems with its not my forte... i tried two different ideas (rough of course) on the clouds one left and one right, what do we think...

any ideas?

good refrences?

what do you think so far?



thanks much :)

9
Hi there rise, just thought i would give you my two cents.

When most people start pixel art they are not very good at it, aside from a few talented lucky individuals who start off good and take off quick... for most of us its practice experiment practice experiment all the time. Forums like this help of course as many of the members will be able to pass down their knowledge and experience.

So stick around if you plan to get good at this tricky tricky stuff!


onto your art!!!

I notice that your tile size for the blue tiles is 10 x 10 pixels, that seems like an odd size to me. and then your square with legs takes up 15 x 15 tile. Now normally in games tile sizes are either 8x8 16x16 24x24 or 32x32 or some kind of variation along the same line. i beleive this has something to do with processors being able to handle these numbers better due to bits and bytes and whatnot... something along those lines if i vaguely remember, of course these days it matters less... (if anyone knows the exact reason feel free to refresh my mind)

Anyway, your purple tiles i dont have a clue what size is going on there!... I suggest you change your tiles all too 16 x 16, not only will this allow better details in larger tiles. it also should lead to easier and better programing if everything is in the same tile size!...  i think.

So assuming you do change your tile size to 16x16 as i sugest, you might not for whatever reason. there are several ways too improve your tiles!

I have made an edit so you can see, while coffees edit shows you a much better 3d version. i am going down the whole "classic square look" while still making it modern.

With 3d graphics in controll of the game industry, 2d graphics have the challenge of conveying 3d. i find in the best cases 2d graphics depict 3d with better charm and style than actual 3d renders.

you can see by making all the tiles 16x16 everything is unified in size.

I have rid black outlines as they are not a good idea.

Think about the materials your tiles are made of... some random blue substance? i decided to go for metal panels and added a bit of shading.

I gave the heart an outline because everything else had one.

I conveyed your character to be 3d as well as the heart and tiles for some depth.

I used a solid shade on each cube edge because the surface is flat not round.

I shaded accordingly too a lightsource, something impossible to do too non "3d" objects...

you might find some other details in the edit but i hope this has helped you improve these i am looking forward to seeing an update. try to be adventurous with the tiles make new ones you might not want metal panals, add variations to make it interesting. explore and experiment and see what you get!



there are of course still lots of problems with my edit the tiles are too distracting and other problems but it should give you a general hint!

10
Pixel Art / Re: Troll & Fairies WIP [small amount of nudity]
« on: July 07, 2009, 01:56:36 pm »
Personally i like 2x better, but maybe thats me.

Im not a massive fan of the dithering on the ligt doesnt seem to work for me, and the hand shading looks a bit dodgy, i think i liked the non dithered version more too.

just my 2 cents mainy opinion based.

Also i think the butterfly could use some looking at, the blue haired fairys position works much beter though.

Pages: [1] 2 3 ... 9