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Messages - Greger
Pages: 1 ... 3 4 [5] 6 7 ... 9

41
Pixel Art / Re: RPG sprites
« on: March 26, 2011, 04:43:36 pm »
The thingy on the first sprites was a hat. Just making that clear. I have changed the hat to good old fashioned purple hair. I haven't animated the hair yet. I just wanna make sure it looks ok first.

@phlakes:
I think I'll change to 32X32 if these sprites turn out badly, and I also have screwed the limiting. As an amateur, i think i shouldn't be limiting my pallets yet.

walking down facing down
walking left   facing left
walking up facing up

I disagree, as a beginner you should limit your palette. You'll learn a lot more on how to use colours to your advantage if you can only fool around with 4 of them.

42
Pixel Art Feature Chest / Re: Stuck with BG (18+ nudity)
« on: March 22, 2011, 06:48:28 pm »
Thanks for the kind words, Jad.
I'll sure take a shot on start structures and focal points in my next projetcs.



Im looking for an idea how to shade the ground now. Do you have any?



Well, the ladies (and the rocks) all reflect the light as if they all came from where the point of view is, whereas the shades on the ground come as if the light came from behind them.

43
Pixel Art / Re: Skull
« on: March 22, 2011, 06:20:33 pm »
My first Skull,  The lighting angle is Center-Left.
Angle is straight on.
I wasn't going to super realism, just good shading experience was my goal.



What do you guys think?

My edit:

Notice how much more of a shape it has now?  Use the shadows to make the shape, not the highlight. You should use shades to define the various features of the human skull. For one, the forehead should be a lot more distinct as it would cover the eyesockets.
The same goes for his jaws, his cheekbones should cover parts of the jaw, meaning they'll look darker. The nose should also be a lot darker, since there isn't going to be any light whatsoever there. Structure-wise you got it pretty well-made, just remember that the skull isn't hollow. You should also recolour it completely, it will be good practice because that is what you seek right? :)

 

44
Pixel Art / Re: Little Sprite Man
« on: March 22, 2011, 05:14:09 pm »
Ok, took the advice of black outlines and the narrow legs and came up with this...


It's kinda conflicting now, the head looks like it's from an overhead view but the body is as if you're looking at him from a purely 2d view.

45
Pixel Art Feature Chest / Re: Stuck with BG (18+ nudity)
« on: March 22, 2011, 03:53:26 pm »
You should start with learning the basics (focal points, sketches etc) BEFORE learning how to draw, it's the smaller parts that make a good picture such as composition and use of focal point.

46
Pixel Art / Re: [WIP]Forest Scene
« on: March 20, 2011, 02:16:28 pm »
Trying a different method for the grass although I'm worried it looks a bit more like sea oats than grass now. Changed tree texture, flipped the rock to conform with the light direction.

I guess the sword is looking okay. perhaps I should add a stronger shine in the blade.


I think going with a more blueish tint (maybe even redish?) on the sword could make it pop out more. It doesn't quite look metallic right now.
Personally I think the background sticks out too much now, the leaves in the background near the sword is too easy to see what it is. Maybe make it solid instead of as spread out as it is now?

47
Pixel Art / Re: I'm new to this site
« on: March 20, 2011, 02:04:57 pm »
The last picture doesn't look human at all. It's a prime example of "uncanny valley" and the shading doesn't make a lot of sense. Where is the source of light? Define the source of light, and shape the face with shading. Work on contrast too, the dark should be dark and the bright should be bright if the source of light is strong.

48
Pixel Art / Re: Gunship design~
« on: March 19, 2011, 07:12:07 pm »
Way too big.
There's random blurring/AA all around, as if you use Photoshop and used the eraser, or blur, or brush tools by accident.
A gunship with no guns?
Very blobby/formless. Do some quick sketches on paper first. It's obvious you sat down in front of your comp with no idea what you might draw, but began splashing down pixels anyway. You need a plan.


I think this is his quick sketch. I agree though, work on some rough sketches on paper before going in to pixelmanipulate.

49
Pixel Art / Re: Gunship design~
« on: March 19, 2011, 06:01:32 pm »
Ola pixellers, I'm working on a gunship design for a friend.  Problem is... i've never done any gunship/ship/vehicle related projects.  I'm working on the "form" of it at the moment, and i was hoping to get some critique on it before i move on with anything.  I'm hoping from the project i can learn a bit about designing things like ships though ;)


Note: The AA is from me rotating and then editing it because he wanted it in a certain view.  I'm going to go over the sprite in a new layer, so disregard that for now please :)

The first thing that I notice is that it doesn't look really aerodynamic at all, lots of big bulging shapes that looks like it's not going to streamline it a lot. Another thing is that it looks really stubby, I think you want a much sleeker design that'll cut through the air like a warm knife in butter.

50
Pixel Art / Re: [WIP] Roman legionnaire
« on: March 16, 2011, 09:30:02 pm »
You should make the nose more noticeable. Other than that, great. I like the new pose much better than the old one.

Making the nose more noticeable is something I have trouble with doing, I could possibly add another shade for the flesh that is brighter but that would be a colou only used for 2-3 pixels. Any ideas on how I could do it with the current palette? :)
Yes the new pose is a lot better, it's amazing what just such a small change can do for a picture.

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