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Messages - zeid
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61
Pixel Art / Re: Warrior practise
« on: May 20, 2008, 08:56:29 am »
 :lol: I was kind of hoping someone would do that (I knew my guy was short but wanted him stocky looking as he was holding a 2 handed axe and wearing armour). At least I wasn't too far off, most of the muscles in mine are in the right places though a little disproportionate. I do like the continuety of yours a lot more as mine seems a bit pieced together. my guy also seems to be suffering from 300 syndrome... with his insane 6 pack!

p.s. I have been making more and more little modifications to the image and posting them up secretely since I first posted it.  :P

62
Pixel Art / Re: [WIP]Danger Dinosaur Danny et Werewolf Game Mockup
« on: May 20, 2008, 04:10:18 am »
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Even with the darkened and desaturated background, I just can't UNSEE the fact that the tree tops are huge slabs of flatness after it was pointed, especially because the tree bases are so prominent in the picture.

That is me, though.  It may supposed to look like that.
I agree more detail and better shadding for the leaves is required. However I really only think the foreground tree tops needs any significant detail. Too much detail in the background will just be distracting, not to mention time consuming.

63
Pixel Art / Re: [WIP]Danger Dinosaur Danny et Werewolf Game Mockup
« on: May 20, 2008, 03:49:58 am »
>>>
 :crazy: I mucked around with the colours a bit, I think the high saturation and brightness of colours detracts from the foreground too much in your piece. If you reduce this and add more blue hues it will look more like a forest canopy.

Also, this is what I gathered the king king style implied:

Firstly you need the background looking washed out this means it needs to be bright and low saturation. Then you need to increase the shadows darkness on the upper layer so that they stand out more.

64
Pixel Art / Re: my little world ... [please C&C]
« on: May 19, 2008, 09:53:28 am »
I think this big argument over whether or not Adam Atomic was being harsh or not is pretty unnecessary... It’s possible a lot of what PypeBros is saying is getting misconstrued. I take it from his blog http://sylvainhb.blogspot.com/ and his writing that English isn't his first language. Whether or not he was dodging the work doesn't matter now I suppose as he has said he will be continuing work on this or getting someone else to do it.
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I'll get back to work now, try to integrate your remarks, work on better animation and palette manipulation tools, add rayman-like animation to the main character, and come back when i'll consider to have any improvement.

From this quote:
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I need advices to progress, that's certainly a fact. You gave pretty good ones, and i'm grown up enough to take critics the way they are, even if they are as rude as "less interesting than kirby".
I take it he is mature enough to listen.  :D
Furthermore the fact he has a blog and a working game engine shows that he must have some commitment to this project. So really I don't think the discussion warrants any more mention.

If someone is not willing to take on advice despite asking for it, it becomes frustrating for those who are issuing the advice. So I can see AdamAtomics justification and I agree some people just need a wakeup call. However in this case I'm not sure if it was necessary. Keep in mind this person is working on the entirety of this game, this is very time consuming so might explain why no sprites are coming back yet. I suppose only time will tell whether PypeBros is taking on bored what we have said or not.
************
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I just wish people had given crits over the complete character (e.g. the ball with hands and feet)
:P the shapes are fine, just use the same principles I applied to the blue body to the entire character, furthermore the entire scene. Everything needs its palette reduced and colour selection improved. Rather then going from just dark to light add yellow as you get lighter (highlights), also add blue/magenta as you get darker (shaded), this is known as hue shifts as oppose to straight luminosity shifts. Also dont forget to alter the saturation of colours, you can make the highlights and shadows more desaturated then the midtone to help improve the palette. A lot of this is trial and error.

65
Pixel Art / Re: Warrior practise
« on: May 19, 2008, 02:09:51 am »
So If I have gotten this right you are having him naked so you can add interchangeable equipment to the character. In this case... my attempt at an anatomy review.

I think I am getting pretty good at anatomy :-X (a statement that usually hails a stream of retaliatory corrections from others). I have attempted an edit though not finished it better demonstrates how a person should look (if they are crazy toned).

*I recommend killing the anime head and going for a more realistic look as it looks more badass and seems to better suite the way you shade.
*One thing about conveying muscles is that they are covered in a nice layer of skin, something your guy seems to have a paper thin sheet of. Remove the drastic lines separating muscles and make it a bit more subtle.
*Its true that you have made up the muscle anatomy a little but the lines you have got there can still serve as some guide as you progress, in fact I used them to help with my edit at times.
*My edit might not be finished but one big thing I noticed was the way the arms where attached, you really need to re-proportion those he seems to have some nasty tumors popping up on his shoulders making them f*ing huge.
*A lot of the details of the abs and legs are obscure. I think that you shouldn't worry about the censoring. Just leaving the penis out is fine as you need to know where the pelvis is if you are going to be attaching the leg and ab  muscles correctly.
*Your characters abs are very blocky, this gives the impression he cant move them. Remember to give your character a flexi-spine and let the muscles shape to accompany that flexibility.

I hope these things along with the edit help you out a bit. If I recall anything else I wanted to mention I will be back. ;D

66
Pixel Art / Re: my little world ... [please C&C]
« on: May 17, 2008, 08:58:01 pm »
>>>
:D see not so glossy, thats all it takes to make it look a little more plastic and less slimey! Removal of 1 highlight in some areas makes it look a little cartoony as well. I hope that gives you some ideas...
Just because you can use a lot of colours doesn't mean you should. Animation for one thing will become a lot harder if you are trying to put loads of unnecessary colours in all the frames, it also becomes harder to make changes to the image. If you look at the two images of my and yours side by side, you might notice mine pops out a lot more, this will make it stick out to the player so he/she doesn't lose it in the environment. Furthermore it gains a better sense of volume/looks a lot more 3dimensional as it is actually portraying where the light will hit it. The ramping of the colours is subtle enough for no one to notice the stark transition, but also bold enough for it to look like a highlight.
I personally am not that impressed with the design of the character/s either the blob seems a little generic and the worm things look, well like worms from the same named game. However if that is the way you want to go, I suppose its fine though something a little more original looking wouldn't hurt.
This post was probably a little unnecassary as all it did was serve to re-itterate what has already been said... But meh'.

67
Pixel Art / Re: Starship Game Sprites Dump
« on: May 17, 2008, 07:13:57 am »

 :'( It doesn't convey the same sense of depth that the orb does but I feel the edit I have made is a little more on track in some ways. I say don't bother outlining the ship instead let it look as real as possible so you get a sense that it really is in the environment, Space shooters are great for sprites as you know the background is going to be black and so can blend to it. I think the players ship is a bit boring, so add more detail to it so it gets more sense of character. I personally would change the design a lot as it is really cliche right now (me changing the colours away from red probably didn't help mind you).

68
Pixel Art / Re: Anime Girl
« on: May 17, 2008, 06:19:19 am »
It will be when done, but probably wont be done for a week or 2 due to other stuff I have to do. I will send you the link when I put it up... just hope I remember :P.

69
Pixel Art / Re: Anime Girl
« on: May 16, 2008, 05:28:34 am »
Sorry, the area under her ear isn't complete yet, I had just been mucking around with that before I posted :yell:
Thanks for the critiques guys I will see what I can do.

70
Pixel Art / Re: my little world ... [please C&C]
« on: May 16, 2008, 05:20:35 am »

Kill like half a dozen colours. You are using way to many and to little effect, organise a decent palette and apply highlights and shading according to the material, in the edit I have made I use 6 colours including transparancy and I chose a liquidy/reflective material. Hence the hightlight underneath caused by light reflecting of the ground. Use a grey background as the placeholder background, the green you have set on right now is way to saturated and will affect how your sprites seem to look.

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