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Messages - Pegucha
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11
Archived Activities / Re: Vehicles Challenge
« on: September 29, 2005, 02:13:48 am »
I think you should add space as an environment  :)

12
Pixel Art / Re: Tileset WIP
« on: September 28, 2005, 06:28:07 pm »
Looks pretty good. The tiles fit together nicely. I think the floor shadows are really helping the scene too.

The border on the carpets could be better. As of now they kinda just look like train tracks. Also the creases in the carpet aren't working very well; the vertical ones look especially odd. The black things in the front of the room, are those bookshelves? I don't see them serving any purpose except getting in the way. I'd consider taking them out.

13
Archived Activities / Re: The Official Pirate Challenge
« on: September 27, 2005, 09:37:21 pm »
Here's the beginning coloring of mine for Zach:



I'm trying to get all the colors to work with each other and still not sure how to bg is going to go. Palette kinda reminds me of neopolitan ice cream  :)

14
Archived Activities / Re: The Official Pirate Challenge
« on: September 20, 2005, 11:04:16 pm »
Quote
Wait. As partners are we meant to be colloborating on one single work
Yea for some reason I thought we were supposed to do that. Thanks for clearing it up dogmeat

15
Pixel Art / Re: Fighting Game Background
« on: September 18, 2005, 08:36:11 pm »
Quote
oe....y porque pechuga? XD es demasiado chistoso para mi leer eso en pixelatio---opolis, por lo que pechuga es "slang" para teta y todo eso....:p

you guys dont wanna know what that translates into :p

Hahah there is actually a funny story behind all this. A good friend told me the word and I started using it fluently. But I was saying/typing it wrong. He only caught it after I said it a few times but I just kept using pegucha as a joke. So now its like a double slang term for me  :D

16
Pixel Art / Re: Fighting Game Background
« on: September 18, 2005, 05:39:57 am »
Hmm good point Camus  ;)

Perhaps it's simply a problem with the viewing position rather than the perpective. In Kazuya's bg the elevation of the view is a ways from the ground. While in the sf3 bg the view is very close to the ground, creating a strong sense of divergence in the foreground; allowing sprites to seemingly stand on the ground. Of course, these are just my thoughts.

17
Pixel Art / Re: Fighting Game Background
« on: September 16, 2005, 09:39:02 pm »
Problem I see is with the perspective. I havn't seen any fighting game bgs with such a strong perspective so close to the foreground. That's not saying that it won't work, but when you actually put fighter sprites on the bg they may look pasted and not really blend into it. Looks cool so far though. I'm interested to see how this comes out.

18
Pixel Art / Re: The sweaty dudes!
« on: September 16, 2005, 02:07:44 am »
Insatiable coloring! Keep up the great work

19
Archived Activities / Re: The official "Pirate Challenge" Sign-Up
« on: September 14, 2005, 06:11:45 pm »
I'm in

20
Pixel Art / Re: Slug
« on: September 13, 2005, 07:03:10 am »
Awesome improvement with the increased saturation. Besides the imbalance which evan mentioned, I think this is a finished piece.


But there are some problems, or potential pitfalls, that are preventing this from reaching the next level. I'm not hammering down on ya. I'm just in a talkative mood tonight.  ;)
- Having all the hues green makes it hard to define things precisly, even with a super dark green. Substituting a red hue for the darkest spots, instead of a green, is going to help you define the slug. Since the composition is all green, the red will carry more strength and allow you to define sharp changes in depth or areas where very little light would be. Also, try varying your hues in general as the shades get darker. There's a lot of fun things you can do with it.
-Your lightsource is facing in the same direction that we are viewing the slug. This can lead to a death trap because it brings out a sense that the artist must pillowshade. It's not too problematic with small, uncomplicated objects, like the slug. But when the artist starts doing complicated objects with the same lightsource position it gets ugly. Almost all the time, vary the direction of your lightsource from the angle in which you're presenting an object. This forces the artist to shade dynamically, rather than systematically.
-Having a unique or suprising way in which to show your object before starting to pixel I think is most important. Your alien slug serves it's purpose in all respects. But, the slug is generic. The symbol of what a slug and an alien are have been burned into peoples minds from childhood. When someone says house we draw a squre with a triangle on top. Suprisingly, an alien slug is no different.I was expecting to see a slimy, green, one-eyed monster type thing. That's exactly what I drew in my 3rd grade notebooks. :P The challenge is to break the mold of what everyone expects.

I pixelled a quick edit for you doing some of the things I mentioned above.

Mmmm bubblegum gooze...


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