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1241
Pixel Art / Re: [WIP] Tree Trunk
« on: April 04, 2011, 05:33:08 am »
I'm no expert but I deff think u should start much smaller. work on the larger forms of the tree before u get caught up in texturing. Muck around with some shapes if u want to make it interesting. I dont think there are any tree trunks in rl that get thicker again at the top.
Get some references so u know what kind of tree and how it would look in rl.
Then think about the light source/s and post up with the rough colours blocked out and I'm sure u will get heaps of good help from there.

1242
Pixel Art / Re: parachute landing
« on: April 02, 2011, 08:23:12 am »
The parachute is too straight. It should have an arc to it to make it higher in the middle.
Just a suggestion that if I was secret agent I would probably have green camo on top, and sky blue underneat.

1243

Took five seconds to crudely destroy the lines between same shades of bricks. I don't think it looks flat.
Yeah thats the idea. It makes it look like some bricks stick out/in more than others etc.

I'm not sure but I think you'll find that erosion aside, there still would have been some randomness to the bricks such as http://www.toptenz.net/wp-content/uploads/2009/08/Troy1.jpg
Also good to mix up the shape geometry of the wall with some structural shapes such as in that image.
You wouldn't want vines all over every wall but there might be one bit where there is a garden inside and some vines have grown over.
Things like that can obviously help break it up a bit too although I don't know if that would have been allowed on the outer wall for security purposes...

1244
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 02, 2011, 08:03:45 am »
Unfortunately, square tiles are a limitation of the engine. I see what you mean, though. I may experiment with half tiles, but it's not something I'm too concerned about. I appreciate the feedback, though!


In the meantime, I did a few more tiles.

I think it looks cool just gotta say there is no need to post images that are double pixel because we can just click/shift click the image to zoom in/out.
Looks nice but.

1245
Pixel Art / Re: Red bites Green[C+C appreciated]
« on: April 01, 2011, 02:30:36 pm »
@Mush: I understand what you're saying, but green's face is so busy I don't know where to put any more shading.
@TheChannel: I changed the shadows around green's eyes, but your bite seems a little too violent. I'm going for more of a gnawing. My fault though, I did name the thread Red bites Green.
@StaticSails: Those eyes are much better than mine. *yoink* But I don't want green to look like he's in pain; just uncomfortable and alarmed.
Here's my edit:

Things I changed:
implemented TheChannel's shading on green's eyes
changed the wrinkles on green's head(I'm afraid they might look more like cracks; they're supposed to be kinda stretch-ish)
changed red's eyes to look more like StaticSails's edit. also rearranged the face a little
changed red's teeth.
changed the darkest and lightest red colors(I think I still need to mess with the other colors some, but this is what I have for now.)

I'm afraid I might have lost some of the original crazyness I was going for with red. If I have enough fun with this I might animate it.
.
Mush means lose the bright green strip on the right side. That especially is what makes him look disklike

1246
Pixel Art Feature Chest / Re: [WIP]Tileset for a bar
« on: April 01, 2011, 02:22:41 pm »


Just messing around, haven't added any objects in yet, the floor hasn't been placed properly at all...but what i noticed, for me at least, is that your shapes get lost in the grain of things and your colors fall flat.  This has very limited texture, the hearth is a placeholder and like i said is missing the furniture, bottles, postings, straw on the floor, etc that would make this even more engaging, but i think already you're sucked in better, particularly by the introduction of windows and warm/cool contrast.
Man thats awesome advice and edit.

1247
Pixel Art / Re: Zebra animation
« on: April 01, 2011, 02:17:40 pm »


Bumpdate! It has a tail now. Still very WIP. I don't know how did I mess up the mane. Ehhh, back ups are a good thing.
Good work so far I'm keen to see how it comes out. Still obviously some things to fix up.
From when I've riden horses there was 3 "gears" - walk, trot, canter and gallop.
So it might help to check out some reference of the differences in case you haven't already. Its actually very different what the legs do in each gear and it affects the way the resot of the body moves.

The main reason I mention is because the head stands out to me it does almost a double bounce as if it is cantering , but its legs look more like a full gallop.
So the head should remain failry still (slow movement) most of the time then drop suddenly and bounce back up suddenly I think once with each full run cycle.
And yeah I know its a big thing to redraw but I don't think it helps that you are just rotating the head to animate it.

1248
Pixel Art / Re: Cavestory inspired tiles
« on: April 01, 2011, 11:38:51 am »
I think it looks cool man :-)
I say stick with the Cave Story theme for a while, do up a background tile in the same/similar colours and see where it goes form there.
You can always do other tilesets in other styles later.
I agree with the comment about the scale of the background conflicting with its depth so be interesting to see what you come up with.


1249
I don't mind the perfectness of the bricks at all, it's just the way pixels become so .. physical. when a contrast between two surfaces is expressed as the collission between two color spaces the border between then is essentially 0 pixels, which I really like. when you put an outline anywhere suddenly the distance between two elements (in this case, bricks) is now 1 pixel. As zoomed out as this is that's like 20-30 cms of space between each brick. The effect is lessened by the low contrast of the brick color, though.

But by reducing the contrast and definition in some spots you get an unfocused effect that works well with syncronizing the brain in interpreting this the same way that it does a real brick wall viewed from afar. I think.

I just generally like breaking up outlines on big textured surfaces as to let the brain read more of the big shapes and read small details only where they matter. ' U ' ... at least that's my theory of it
I'm a still total noob but I think I was thinking something similar the other day.
I haven't had the chance to do an experiment but I was thinking that if for example a photo was taken of a black diagnol line on a white surface, and then scaled down to low resolution so the line becomes thinner than one pixel, then would the pixels of the line start to turn lighter grey instead of black because there must be both black and white in the sample?
In this case the black line would be the "outline" of the bricks (presumably some kind of shadow) which would probably not be so obvious from that distance if it was done with a camera (artistic license aside) - more likely it would blend in to be barely noticable in most spots.
Is that sort of what you mean Jad?

1250
Pixel Art / Re: Creating tilesets for beat em up.
« on: March 24, 2011, 12:03:19 pm »
FUCKING HELL, stop quoting shit that is RIGHT ABOVE YOUR POST (this goes to everyone)

...I know the feeling.
Anyway dude I think it looks really great what you have been doing keep it up! :-)

In case you need some other ideas...sewer manhole/lid (animated steam?), puddles, drains, street lights etc.
And its always fun to have stuff to smash up like parked cars (can jump on top) and or parking meters, telephone booths, newspaper stands etc.
Hot dog stand would be cool to smash with hot dogs that give your health back lol.
An electrical store could be fun to have in the background with a big glass windows full of animated tv's...lots of stuff to break hehe.




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