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Messages - Infinite Segment
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Pixel Art Feature Chest / Re: [WIP] Cartoon RPG [C+C]
« on: November 08, 2012, 12:50:55 pm »
One thing that looks confusing are the sloped roads, it is hard to tell whether they are going up or down just from looking at them. Even though I can still figure it out using other cues (like the grass from the cliffs above), I keep instinctively reading it wrong.
I think the reason for that is that the markings on the road remain the same (vertical) size; I'd expect that the angle between me (the viewer) and the sloped roads would be flatter or more acute than the angle to the flat roads (depending on whether they are going "up" or "down") and so I'd expect the vertical distances to expand or compress accordingly.

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Pixel Art / Re: Platfomer boss: Dragon [c+c needed]
« on: November 10, 2010, 07:56:53 am »
Totally disagree with Infinite. Right now he seems ready to take action, like a dog who knows the ball is about to be thrown. I feel the pose is fine.
Do you have a dog?
Usually when my dog has her front legs so far ahead or her back legs so far behind it is because she is stretching them by applying her body weight on the legs. In a "ready to take action" pose she either has her entire body on the ground (as if she is attempting to hide herself from prey, like here: http://lovingnaturesgarden.com/wp-content/uploads/2009/08/mountain-lion-2975144846_eb2ef2e45d.png) or she has her front legs crouched and her back legs up and ready to move like here: http://stephaniefunke.com/resources/Mountain+Lion+-+400x+s.jpg . She never has both her front legs way infront and her back legs way on the back.
Also, if you look at the current pose and imagine how this creature is supposed to start running from that pose you'll see that it will have to first "stand up" correctly and then start running - all of the legs are stretched and not tense. (You'd expect them to be tensed to store energy that will be released when they suddenly stretch the muscle)

But hey, this is just make-believe anatomy we are talking about so there's a lot that is up to interpretation :)

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Pixel Art / Re: Platfomer boss: Dragon [c+c needed]
« on: November 10, 2010, 07:00:47 am »
I agree with what has been said already, additionally I'd like to elaborate on Krut's post; The pose the creature is in looks weird because the way the legs are positioned is not a good way to support the weight of the thing. You'd expect the front legs to be more straight and to be directly under the torso to properly support that most massive part of the body. The same goes for the back legs, they are so far behind that it looks impossible for them to carry any weight.
I think it might help to use a reference at least for the pose, and try to think about where the creature's mass lies and how he can support it and how they weight "flows" to the ground through its legs.

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Pixel Art / Re: Robot 8 directional walking
« on: November 09, 2010, 07:46:26 am »
1) The legs don't look right on the southeast walking robot because one of his legs move very weirdly - the foot never flatly touches the ground, or even changes its absolute angle. The other foot never changes its angle relative to the rest of the leg.
2) You can choose whether or not the body moves, but not moving makes the robot seem very light (because then the force is weak enough to be overcome without us noticing), if you want to make the robot seem a bit more massive and real then making it move would improve it.
3) If you are going for a rusty look then give the robot a rusty texture, what I'm getting from the palette is "brown". I still think it is a nice palette though :)

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Pixel Art / Re: NES Mock Up
« on: October 13, 2010, 09:09:57 pm »
A Single line of criticism is a bit lame, but the water looks like ice to me. (I recognized it as water because of the air bubbles) I think it is partly because of the bright color choice and partly because of the lines of light. Also, is the lighting direction the same for the rocks and the water and trees? I'm having some trouble deciding.

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Pixel Art / Re: Round 2: Bonzai-ish tree
« on: October 11, 2010, 08:49:25 am »
I think that the pixelated look on the canopy kind of clashes with with the detail on the rest of the piece.
Also, at least on my monitor the bright side of the root look like it is made of a single color which doesn't look good. (on closer examination I noticed that there are 2 colors there)
I whipped up a very quick edit:

I just changed that hard to see color a bit so it will be easier to see the detail. (it also makes the trunk a bit more consistent with the lighting on the canopy imo)
I also broke a few of the pixel blocks in the center so you can see how the canopy looks without the "simplified, textured feel", also in a very simple manner just to get a feel of what it would look like.

As for shadow and grass (what you asked for feedback on); I think the grass is quite nice, it does a nice job of conveying "grass" without using many colors and is very "silent" so it does not take the attention away from the focus of the piece (the tree), the same is true for the background. The shadow however... It looks to me like it doesn't exactly conform to the shape of the canopy, I suggest you decide exactly where your light source is (in terms of angle from the ground) and just draw lines to see where the shadow from the canopy's edges should land and draw the shadow accordingly, currently my instincts say that the shadow is drawn as if the light source is at 30 degree angle and the lighting on the canopy suggests more of a 40 degree angle.

But maybe that's just me :)  (I think the first thing you should do with any criticism is try and see whether you think it is correct :P)

EDIT: Is it just me or did the palette change in more than one color in my edit? :X I wonder what I did wrong :X
Anyway, just try and change what I changed in my edit and see if you like it better, shouldn't take long at all :S

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Pixel Art / Re: C&C on a walking animation template please?
« on: October 03, 2010, 06:01:03 pm »
I think there are two problems with the north walking animation:
1) It doesn't look like he is putting his weight forwards, which means that to keep balanced he has to have his legs directly beneath him.
2) The foot lands in the same y coordinate (in "canvas space") as the one it rises from. If you'll look at the south walking one you'll see that the foot lands in a certain spot, then stays on the ground while going backwards (this is of course really the man going forward), and while it is still on the ground it moves several pixels up in the y coordinate (again in "canvas space"), this is of course because the ground is at an angle to us and thus move north or south entails moving "up and down" and it is not expressed in the south walking animation.

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Pixel Art / Re: [WIP] - Top down adventure shooter
« on: October 02, 2010, 08:27:14 pm »
I didn't think about it until now, but that shadow from the walls is also wrong; Since those are pyramid shaped walls you'd expect that the 45 degree shadow lines would not be parallel (I don't really feel like doing the precise math, but as an example the shadow on the top left part of the pyramid should be at a 30 degree angle and the bottom right at a 60 degree angle.
This is because the corresponding corners of the pyramid aren't parallel (they are sloped towards each other).

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Pixel Art / Re: [WIP] - Top down adventure shooter
« on: October 01, 2010, 01:12:45 pm »
It is still wrong though; The shadow on the floor is at a 45 degree angle, which should make the eastern walls just as shaded as the northern walls.
Additionally, even though the wall blocks are top-lit (as can be seen from their shading) it seems like the topmost bricks in the wall are darker than the bottom ones.
And finally the wall lamps are a bit confusing to me, first because they sit on the darker topmost blocks and second because they only shed a tiny bit of light on the blocks themselves (since you can see that the shadow on the floor has nothing to do with the lamps). I'd say that since this is obviously an outside daytime scenario it makes little sense for lamps to be around and lit (you could turn them off which would suggest that they are there to supply light during the night, or you could change the whole lighting to indicate that this is a closed building or somesuch and thus it should have no global lighting (which is what makes the southern walls brighter and casts a 45 degree shadow everywhere)
Other than the lighting I actually like the art, it makes me want to make something similar (though I really don't have any spare time :S)

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Pixel Art / Re: People on the move
« on: September 27, 2010, 12:41:18 pm »
I think it looks a lot better, but what's bothering me now is those lit leaves you added; Because they are lit it implies that the little guy's light source is strong enough to reach them, but if it was (especially considering how the light from the other light source behaves) you'd expect much more of the area around him to be lit (including much stronger front lighting on the bull and the bulleader [heh, I made up a word] and the ground and nearby vines.)

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