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Messages - Decroded
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21
Pixel Art / Re: Disparate measures - Cave Tiles
« on: May 12, 2018, 12:47:41 am »
perhaps try flipping and editing the floor tiles?
I thought of that but that might look cheap and possibly too mirrored.
But Iíll have a crack at that approach and see how it goes maybe swap some tiles around before editing to prevent that mirror look.

22
Pixel Art / Re: Help at animating this.
« on: May 11, 2018, 02:25:33 pm »
So...
I gave it a try, after fixing issues I had with the stance sprite and tryed to do it like you did...

This is as far as I could go with it without making it look ugly, I tried to move the hair aswell.. But couldnt lol.
Tell me what you think !!
(Sorry for double post)
try keeping the hand still while everything else moves

23
Pixel Art / Re: Disparate measures - Cave Tiles
« on: May 11, 2018, 10:51:09 am »
Gorgeous.
My only criticism would be that the roof tiles possess a stylistic angularity which the rest of the image lacks.
Thankyou kind sur (yug yug).

I'm a sucker for 45 degree angles so I kept going on these roof tiles for a while.
Middle to right is most polished though I feel like it looks a little contrived and so I would need to add some "major forms" (to quote Cyangmou).

Do you think the hard edge style of the roof tiles look better than the more organic (still rough) floor tiles?
Because I could either apply this to the ground and cave wall tiles, or archive the roof tiles for some other use.

EDIT: Just to mention I'm working of only one monitor ATM and its rly giving me the sh!@s  :P

EDIT 2:
Sticking with organic style rocks, I went about it this way instead:


Which losely translates to this:


Probably push forward with this style, modify/repaint the roof shape I had earlier, then add a couple of larger structures protuding from the shadows for variation.

24
Pixel Art / Re: Tips to do skin
« on: May 11, 2018, 06:25:14 am »
In addition i think ur sprites would look great without the black outlines.
IMO u shouldn't really need outlines inside a sprite.
All black/dark outlines inside a sprite reduces the forms to a flat plane.

25
Pixel Art / Disparate measures - Cave Tiles
« on: May 11, 2018, 04:47:19 am »
Onto my 4th or 5th iteration of the cave roof tiles.
Now there's a disparity of styles / rock types between layers.


Will probably do a major paint over roof tiles aiming for more emphasis on "greater form".

I'm thinking of a 3 stage process for rock structure:
1) Rough in big and medium chunks
2) Divide and extrude most chunks
3) Selectively divide and extrude chunks from stage 2.

26

How's this? I'm not sure I'd be satisfied removing all the white from the cylinder of the column, as I think it loses the nice depthy nature of it.
i think white columns have too much visual priority so they appear as obstacles

27
Pixel Art / Re: Here goes a slime
« on: April 18, 2018, 05:45:59 am »
the jar effect is mainly from the edge highlights simply moving up and being filled with shadow underneath.
this creates a vertical plane.
try leaving the highlights around the same place but maybe stretch them upwards to form more of a bulge in the middle.

28
Need more information to critique effectively

29
Pixel Art / Re: (CC)(WIP) Platformer project - LJ2
« on: December 16, 2017, 11:06:23 am »
link to the marne mockup inspiration (please done make us google).
screenshots of it if no good links.

please describe the kind of world u want to create.
imagine ur writing a brief for an artist to paint thie image on a wall for $15k rather than in technical speak.

also, start freehand pixel painting in ur best available graphics program.
toggle the 16px grid off and on as u paint and worry about the tiling later.

30
Pixel Art / Re: House for cat ( isometric )
« on: December 15, 2017, 01:10:18 pm »
i love it so cute  :lol:

clearly lots of love has gone into all the little animations.
the colours in the night version looks boring and doesn't look hand-made by comparison.
imo it would be worth the extra effort to colour the dark scene by hand and get some strong blues in.
u could start with a simple palette swap followed by some manual tweaking and add a few colours where needed.

either way pls remove the shadow from the lamp at night (makes no sense).
also u have a few stray pixels in one frame on the right side :P

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