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Messages - zeid
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51
a few little additions to Ryumaru's edit:
>>>
+ I thinned the head a little. I feel it is more aesthetically pleasing, that could just be my opinion though. It might kill some of the strength portrayed from the larger jaw line.
+ I enlarged the side burn a little I think the transition is a bit better and it eludes a better sense of depth.
+ I brought out the eyelids a little more. The dark shades before gave a near cavernous appearance, I think this remedies that look.

52
Pixel Art / Re: Grass (help needed)
« on: June 11, 2008, 01:10:37 am »
It still looks pillow shaded. You haven't gained much from our advice it seems.  :(
Opacus' advice on emphasizing certain parts of the body to give the sprite more character was not taken up at all. You should be able to change the image to be more like the edit Opacus provided and still keep it within the 32x64 dimensions. My advice on how to shade it so it didn't look pillow shaded was similarly overlooked it seems.

Sorry but the best I can say is look over the edits and advice we gave and try again, look up some tutorials while you are at it. I don’t think you will be able to successfully progress forward until you grasp the concepts we are attempting to provide about light and form.

53
Pixel Art / Re: 3 Hit combo Animation (WIP)
« on: June 05, 2008, 09:44:44 pm »
Well I think everything is progressing superbly, but I do have a rather big point to make, that no one has seemed to address yet (I think, otherwise disregard my comments and refrain from yelling at me too loudly).
What style/atmosphere are you going for in general, and what is this character suppose to be?
Give as much detail as possible please.
I think this question should be addressed as animation can suggest a great deal about who the character is. The overly limber stylistic movements you are showing us now (which are cool) is very different from the stiffer more mechanical motions you were providing before. I actually meant to ask this question earlier, so people could get a better idea of how to infuse the character, and his/her world into their edits.

54
Pixel Art / Re: [WIP] Crocodingus in Cube Island ?
« on: June 05, 2008, 01:12:03 pm »
you have the link to your game wrong, it should be www.madpxl.com/games.htm right now its linking to a pool site :P

55
Quote
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but what can I do? I don't know, maybe I make her wearing a leather biker cap?
What you can and should do is not run away from the challenge.
I second that!!! in fact i was about to say it, damn you Helm!
a very quick dirty.

make the hairline look more natural and the division between the shaved and 'haired' area of the head will look more appropriate.*
You lost a great sense of volume when you texturerd the hair, when texturing it is important not to lose sight of the big picture. What you had made it nearly look like her brains were showing.
Yeah just a repeat on the neck lighting comments.*
Also something about the area above her left (on our right) eye seemed a little puffy, not sure if i fixed it, wasn't a big deal.
For some reason I felt a need to accentuate the face jewlery. I think they might stand out a little more due to metals high contrast. But what you had isn't really that off.

*: Careful with strong solid lines in creating faces with pixel art. Because of the grid like nature of the medium it is very easy to over do it. I see that you are wanting to create a fairly powerful look (this is particularly evident with the nose) and by all means stark divisions of areas is the way to go, however the combination of this and pixel the pixel art medium can make you over compensate for what should come fairly naturally.

Good stuff so far, very, very cool looking. Also she reminds me a little of Jennifer Morrison from house for some reason.

56
Pixel Art / Re: orc - I guess - anatomy issues
« on: May 29, 2008, 06:12:19 pm »
I would say check out some stuff from Burne Hogarth.
But really, I don’t see why you can’t just look up some references. You are essentially asking for us to do the work for you. Really anatomy is just about getting in there and using references until you get good enough to realise the muscle, bone and other such structures on your own.

57
Pixel Art / Re: Grass (help needed)
« on: May 27, 2008, 04:27:10 am »
 :( Before you go any further, fix up the highlights on the very first sprite. It is nasty pillow shaded, something you want to avoid 4 eva!
Pillow Shading is shading with no real light source, instead you just work your highlights upwards towards the middle of a shape.
Your work process should go something like this. Create the outline/silhouette of your piece. Select a light source and blotch in your highlights, shadows and midtones IN ACCORDANCE WITH THE LIGHT SOURCE like in the first image. Then you can start adding details, mixing colour ramps, etc. as seen in the second image.

My edit is just a quicky, I added some ears to the goblin as I felt he didn't look gobliny enough. I thought he was an orc until I read what you wrote.

58
Pixel Art / Re: Cubist Cube(Cubism or "The Square Dunce")
« on: May 26, 2008, 08:27:34 am »
Yeah i think the grid lines idea is pretty good, as long as you dont go overboard.
I know this isn't to relevant to your cube look problem, and maybe you just havent gotton around to it yet. But:

dont forget to AA  :D

59
Pixel Art / Re: RPG sprite
« on: May 23, 2008, 05:19:17 pm »
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but as i said to joseph you won't see the sprite like this in the game that's why i spent no time at shading
Well if you wont see the sprite like this in game what was the point of posting it at all.
 ???
You can take a lot from those peoples:
Just because you are doing anime style doesn't mean it shouldn't have a proper light source and shading.
You should AA the sprites edges, they look yuk right now.
The anatomy of your guy is wrong, look at more examples.
...
You say you want Anime style... look at the last guy of those Lackeyposted, that is anime looking to me.

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and i used only 3 colors because the character wil wear armour in the game so you won't see the sprite coloured like this in the game.
it's just to help me while drawing armours.
Justifying a lack of quality by saying you wont see most of it seems silly. If you want to AA this and make it look 'anime' and good you need better colour choice, and quite possibly more colours. (I don't like insisting on more colours but this can't be helped.)

60
Pixel Art / Re: my little world ... [please C&C]
« on: May 21, 2008, 12:36:21 am »

I cleaned up my edit and finished off the whole body. I think in regards to character design you have a few options; You could leave the character as is and bring more character to him through animations/abilities. However I think what question you and everyone else should really be asking is "what is he?" or "what is he like?"
An animal? A full stop? A pebble? A water droplet?

What exactly Kirby is, is rather ambiguous. However kirby is aimed at young/beginner players predominately and hence gets away with a very simple and generic design. Because kirby is aimed towards new gamers he is one of the first blob characters many gamers will encounter, hence other blob characters immediately feel like Kirby copies. To be fair your character seems to express a more mature nature then that of kirby and I would find it odd to see something with disjointed arms and legs absorbing people in the way kirby does. So there is some character there, but it is still a very simple and common design that beginner game makers use all the time.

I would say ask the question and see what you get, if you get the answer, "Bilou is a Bilou..." then you will need to express his character through his animations and abilities. Not necessarily a bad thing at all.

Another way you could look at going with this which hasn't been addressed yet is through a dramatically different style to the art of the game. A good example of this is Okami

He is a wolf with fire and a big plate on his back, but the art style dramatically adds character to the creature. It ties him more so into the theme of the story and makes him very recognizable.

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