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Messages - 9_6
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1
Pixel Art / Re: [CC] WIP Eye
« on: July 01, 2017, 12:20:42 pm »

The pupil goes in the middle of the iris and eyes are spheres so shade them accordingly.
If you are not already doing it, I would highly recommend using a reference.

2
Pixel Art / Re: Stabbing Animation
« on: June 30, 2017, 05:49:06 am »
Put some weight into it.

A stabbing motion involves the entire body, not just the shoulders.
You make a step forward to put some force into it.

3
Pixel Art / Re: Jesus is a flying zombie.
« on: June 15, 2017, 11:36:36 am »
I made an edit.

If you look at references, you will notice his hair isn't typically depicted to be that long and the robe is usually not just one piece of white.
You might also want to clean up those thick black lines and make use of all the intermediates on the robe for a little less heavy handed definition altho I didn't manage to pull it off quite as well as others around here can so take it with a grain of salt.

Your tones are also a bit close to each other, the dark green is barely distinguishable from the black so more contrast between those tones would be helpful if you want people to actually see the work you put into the black and dark green clusters.

4
Pixel Art / Re: Tree of Knowledge
« on: September 16, 2014, 07:18:57 am »
Well . . . I feel that they contribute to making the figure mundane. Not in appearance/aesthetics overall - obviously this is an interesting pic ya got here. I mean the identity of the dude himself.
He has normal eyes. Like a normal guy. I would rather interpret him as a deity, demi-god, or some ethereal figure.

White glowy eyes don't make me go "oh that's shiva/jesus/zeus-esque", they make me think of dr manhattan, storm, world of warcraft elves and overused character design tropes.

5
Pixel Art / Re: Dragon
« on: September 06, 2014, 06:22:03 pm »


My improved version



(I don't know what's up with the white pixels here. Graphics gale acts dumb about transparency sometimes.)

You should turn the saturation down on your colors.
Generally, colors get more saturated the more shaded they are.

Green is cyan mixed with yellow, you can use yellow highlights and cyan-bluish shadows instead of a boring, monochromatic, green ramp.

That shadow color is so dark, it looks like part of the dragon rather than the shadow underneath it.

You don't need to dither here. Especially the belly area absolutely doesn't need it.

6
Pixel Art / Re: Some sprites I'd appreciate some criticism on
« on: September 03, 2014, 03:16:44 pm »
Oh yeah, one basic thing that wasn't mentioned so far, try to avoid singular pixels wherever possible.
If you go out of your way to minimize them, the image will be a lot less noisy and have better readability which is crucial in a fast paced game like this.
At the resolution you're working at, you should be able to describe everything you need without a single 1 pixel cluster.


The lavafall and bricks are especially bad about this. Way too busy, especially for a background.


Try to avoid line dithering like in the highlights of the head.
High contrast single pixels are especially distracting and you should only use them if you have a very good reason why it has to be this way.

7
Pixel Art / Re: Some sprites I'd appreciate some criticism on
« on: September 03, 2014, 05:31:13 am »
And the guy's got a monitor face

Maybe there shouldn't be the brightest point of the character on it then or else it's a really shitty monitor that reflects all the light and makes seeing things on it impossible, especially since the helmet seems to reflect absolutely no light.
That highlight should probably go on the head since it's armor and would look harder that way.
The brightest red could also be one note brighter so he pops out more and if the darks on the screen are black, the value range on him is so high, he'll stick out on every background.


8
Pixel Art / Re: Some sprites I'd appreciate some criticism on
« on: September 02, 2014, 05:36:27 pm »
Background looks like Airmans background.
Then we got shadow mans background...a bit of Elecman(?) tileset.
I know those tri-spikes from some megaman level...

There might be a bit of sparkman too....

Its like a enhancment to some megaman stuff.



Inspired? Definitely. Edit? Seems unlikely. I couldn't find any larger scale overlaps.

I don't really want to do all the legwork for the rest of those since I didn't bring it up.

That's on you, don't be all "I feel, there might, perhaps" about this and also not everyone has the looks of all megaman stages ingrained into their memory so please provide the examples you're talking about or else we'll assume innocent until proven guilty.
Or at least I think we do. Seems more productive.

9
Pixel Art / Re: Some sprites I'd appreciate some criticism on
« on: September 02, 2014, 05:06:02 pm »
It's really hard to critique raw sprite components ripped out of an environment that slaps more effects on top of it like color or that slash animation of which literally half is missing in the gif you posted.
On top of that, huge dumps make critiquing even harder since it's just too much to focus on anything specific. One specific piece to focus on at a time tends to generate better results.

I tried making the walk a bit more fluid and have it convey some weight by alternating the vertical motion with rather limited success.



The legs appear to snap into position rather than moving since some inbetween frames just have them stay in place.
If you want a floaty walk that slides over the floor more than actual walking that's fine I guess.
If not, you need to smoothen the inbetween leg positions out a bit more.

It's very hard to offer useful critique on something that seems so blatantly ripped-off -- I mean, it's clear your design is more than inspired from megaman. The reason it's so difficult is that you've done a lot of edits to its graphics, and in some cases (like the floor spikes in the gif) you just about retain the exact look of the original sprites/tiles.

You might want to back that up with side by side comparisons.
Just because something looks similar doesn't mean it's an edit.

10
Pixel Art / Re: Some sprites I'd appreciate some criticism on
« on: September 01, 2014, 09:33:04 am »
It would help if you posted mockups/screenshots to see the graphics used in context and mention if you adhere to any specific sort of palette or not.

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