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Messages - zeid
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Pixel Art / Re: Facial Anatomy
« on: June 07, 2010, 07:45:14 am »
Colour reduced:

Pixel Art / Re: Facial Anatomy
« on: June 07, 2010, 03:59:00 am »
You're over here too? D;
Yup, just haven't been doing much pixel art for a long time.

Cleaned up a lot of the dithering and out of place parts.  'undefined' the nose a bit, made the eyes look a little more wide, might tone down the highlight on them a tad later on.
The neck shouldn't be completely shaded also.
The neck hasn't even been started on yet, I wanted to get the face looking good first.  Not sure if I will ever get around to pixeling it.

Pixel Art / Facial Anatomy
« on: June 06, 2010, 05:23:38 pm »
The progression so far:
You might be able to get some understanding of my approach from the images.

Any and all C&C welcome and encouraged.


2D & 3D / Re: iPhone work
« on: May 05, 2010, 02:24:10 pm »
Thanks for the feedback EyeCaft, I'm inclined to agree I was a bit lazy with the reworking those two on a low-res scale if I have enough time I will give them some more attention.  In the meantime I'm just going to keep pushing out art and code.  Everyone please do continue to give feedback/critique, I will get around to corrections when I can.  Added some more art that can be seen in the 1st post as well as a link to a map editor made for the game.

2D & 3D / Re: iPhone work
« on: April 26, 2010, 04:49:07 am »
Yeah I'm doing all of the programming and art, though I'm looking for someone to do the music/sounds.  I'm not very familiar with objC but have programmed in C++ for a fair while which is part of the reason I opted for this approach.  I find C++ on the iPhone surprisingly easy to work with, once I created a simple wrapper I haven't really had to look at much objC code.

2D & 3D / iPhone work
« on: April 17, 2010, 08:01:13 am »
I haven't posted for a while as I've been hard at work with uni and such...  But still lurk this site from time to time so for those who remember me hi again.

I've been working on an iPhone game and thought I would show off some of the art that's going into it.  The aim of the game is to bounce your character to the top of the level using trampolines you draw with your finger.

To create the art I used gimp, creating the images and animation at a high resolution then shrinking them to a lower resolution and touching them up with pixel art like techniques.

Here's main character, this shows his moving up, moving down and swapping between moving up and moving down animations.

This imp transforms into a duplicate of the player when you collide with him, forcing you to look after twice as much.  Here is the imps idle animation.

Another enemy.  This red guy destroys your trampolines when he runs into them.

The background.  This is a parallax background this shows the closest and furthest layers, another layer will likely be placed between.  As it is parallax the layers move at different speeds according to the cameras movement.

For those curious the game is made using openGL and using almost entirely c++ code with openAL and AVaudio for sounds.


Map Editor
Download Here

2D & 3D / Re: Official OT-Creativity Thread 2
« on: April 07, 2009, 05:40:22 pm »
I'm art lead of our group for a game design unit at uni. We are making a zombie game.  I put together a template of the 'standard' zombie enemy which was originally just going to be a basis to start making the 3d model:
I made a base and an example of most/many of the features that can be added (set as different layers).  I want to use flash so that I can post up a 'Zombie Builder' using what I have and put it on my portfolio site (which I have to get around to making).

I know that the lower abs/pelvis anatomy is off... but the zombie virus/juju magic/alien parasite makes naked zombies kiddi friendly. :crazy:
Excessive violence is completely tolerable as long as no hooha is shown, thats how everyone else seems to do it  :y:.

Also I really have to get back into sketching, everytime I see a drawn picture it hurts me not knowing where abouts my skills lie with rendering in pencil nowadays.
:EDIT: almost forgot, vitruvian man was used as reference.

2D & 3D / The good, the bad and the just plain ugly
« on: March 30, 2009, 02:21:21 pm »
For an assignment at uni me and a group have been asked to make two game prototypes each within a week.  After this we will be continuing with one prototype made by the collective of a larger group.

I'm art lead of our current group so I get to have a bit of fun.  Because of time constraints the majority of the work is of very low quality (it is for a prototype after all).  Ive done a bunch of concept art and models, here are the later I wont show the concept art but for those that are a interested it can be found
here -

The first game prototype:

Zombie enemy model.

Player weapon model.

The second game prototype:

The ugly :P damsel in distress, not to important so no real polishing or effort put into this... sorry you have to see it.  She is wearing a paper bag by the way...

The radioactive rabbit enemy model (I only did the texture on this model)

The texture:

The boss (created using the rabbit enemy model as a basis):

The texture:

Animation of the last model:

Pixel Art Feature Chest / Re: Savage World (artistic nudity)
« on: March 16, 2009, 03:40:52 pm »
I say if this is going to be featured, polish off and put the blade skiing eagle as the logo.

Pixel Art / Re: Two Face Challenge [warning: wiggly manparts]
« on: March 08, 2009, 05:32:09 pm »
Re: Two Face Challenge [warning: wiggly manparts]
I think it would be highly worth while to polish it, and finish it, because it is wonderful, and I would be very sad to see it die.
First things I see when opening this thread... That is a whole bunch of win right there.

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