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Messages - miscdude
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1
2D & 3D / Re: Cherry Darling from Planet Terror
« on: October 05, 2009, 10:05:20 am »
That's pretty amazing. The lack of trigger bothers me though..Why is there one in the shot from behind but not the front?  ???

2
Pixel Art / Re: [wip] Character design remakes take 2 or 3 or something
« on: September 16, 2009, 11:43:37 pm »
I personally really like the blue on #2. It adds a splash of color in an otherwise graybrown setting, so to speak. Also about him, did you intend to color his shoes? As for #4, great improvement over the previous gender confusion. The tomboy image is captured pretty well. My only question is about the gold thing around her waist. I saw the black part as being a hoodie that got tied around her waist at first, but then when you see the hood around her neck and the golden plate like object, it doesnt really make sense. I might just not understand exactly what that entire thing around her waist is, and if it's something totally different than my interperetation it wouldn't surprise me. The only other little nitpicky issue I see is #2's left arm. You can see that it's there, you can see the arm's angle, but the hand looks a little strange and unoccupied. Maybe if you angled his arm a bit more to his center of vision it might help.

3
Pixel Art / Re: HalfLife?
« on: August 28, 2009, 01:31:18 am »
One of the things about halflife that I love is the transition between bright and dark areas. However, the way you fade into black with the walls makes it seem as if going to a lighter color would make things look unnatural. If you made things more basic without setting yourself up with certain lighting right away it could help when youre in a bright room...For example, the Black Mesa starting rooms.

4
Pixel Art Feature Chest / Re: [WIP] The Yeti project
« on: August 20, 2009, 03:03:09 am »
I'm very happy about your newest changes. It looks like you finally broke those nasty formed outlines to actually make it look like fur and it looks far better. I believe the clumps work better than individual hairs given his surroundings, because if you look carefully at the polar bear reference you can see that the hairs are less fizzy and open(?) which is likely caused by snow/water.

5
Pixel Art Feature Chest / Re: [WIP] The Yeti project
« on: August 11, 2009, 06:29:20 am »
it still seems to me as if youre constructing fur by using sections of colors and shapes instead of...hair. I'm not going to say it doesn't look nice, but it doesn't capture fur to me.
the second progression you just posted seems more of a step back, with the heavily clashing shades on the head.

6
Pixel Art Feature Chest / Re: [WIP] The Yeti project
« on: August 10, 2009, 10:23:18 am »
The biggest flaw I see here when you're trying to add fur is simple. You're trying to take a form and turn it into fur, instead of imagining fur on top of the muscles. You carefully molded out various muscle structures, and shade things according to them, only to try to turn them into a fur texture. For this reason I disagree completely with Helm's edit, and all but one of your newest decisions.
--><--
(used this because personally I believe it was superior to the later depictions of 'fur' which I would dub more as greaser-hair)
take the shoulder for example. This was definately a step forward, because it made it appear as if it had fur on top of it, rather than just a textured skin. While you can still see clearly defined anatomy, it doesn't look like the muscles are what you're trying to draw attention to. It still doesnt quite look like hair, to me. You also appear to be using your lineart as if it were a solid uneditable substance, which puts a huge limit on the hair texture.
-->
as an example. if you realize shadows, and how hair acts, it will improve the general texture. Granted, mine could be largely improved with some more appropriate forms, but I didnt allow myself much time for the sake of your challenge, so I only spent a few minutes on it. The outline is one of the biggest issues when considering small resolutions. If you use your outline as anything more than a guideline, you lose proper shading, readability, and style (Outlines make things look cartoonlike, which is bad for fur textures and low resolutions.)

7
2D & 3D / Re: Oh boy!
« on: August 06, 2009, 04:00:50 pm »
I see a lot of mixed vibes in the walking animation. He has a very jagged and rough hip movement, suggesting someone who is disgruntled or dare I say 'evil'. However, his upper body has lots of sway and life which makes it look as if he's trying to strut. This is where I get confused, because his upper and lower body movements don't match to one air. If you either made his hips much more smooth and made his legs stretch a bit more or tightened the movement of the upper body I think this would look great.

8
Pixel Art / Re: [WIP] REBEL
« on: August 06, 2009, 03:49:05 pm »
This is on par with drawing a Swastika and saying you don't hate jews but you're from Germany so it's just what you all do (I know thats not true about Germans, I know the symbol is illegal there, that is the point.) Come on now. Your ignorance to the real meaning doesn't excuse the plain racism and idiocy which is displayed by this symbol...

for the art itself, you have a gray outline for a red cloth, which doesn't fit. replacing that with red or even eliminating it will probably improve it. also, the way you shaded the flag makes it seem as if it has a very grainy texture, but the whole thing is solid. if you make more shadows, more curves, more things to make it look natural, it won't look so unreal.

9
Pixel Art / Re: Crazy Cat [WIP]
« on: August 05, 2009, 09:45:45 am »
...
The point of mentioning regular mediums in this topic is to try and let you know that you have to possess basic artistic skills before you can apply them in difficult mediums such as pixel art. Drawing on the computer and drawing on paper are only different in the sense that you (if you don't own a tablet) are using a mouse. This doesn't mean that principals such as constrast, proper shading, learning from life don't apply in pixel art, it just means that you use a different tool in a different setting to create them. If you look at a ball, shade it in pencil, and try to make a ball in pixel art, you don't simply forget what you learned about the shading of the ball because you're on a computer. You drew it from life, using it as a reference for learning, and can apply it in different mediums such as pixel art. art is art (as scribblette so well said), whether you're on a computer, drawing in pencil, painting, or even sculpting. You apply the same skills you learn everywhere in art. On a personal note, when saying to people who try to offer you help that you don't care about your art, it is essentially giving them a slap in the face for taking time out of their days to help you.

10
Pixel Art / Re: Grass and dirt tiles -- comments?
« on: August 05, 2009, 09:31:43 am »
First off, are you using rpgmaker? It looks like you formed things with their autotile system. That, or im just reading too far into things.
ANYWHOO
The biggest issue about your grass to me is the hue. Grass is, yes, green. However, not all grass is healthy, not all gras is the same color etc. If you look at the previous example from ekbat, the tiles in that game have a green look to them--however, the colors are compromised of browns, yellows, and greens, all in mixes to achieve a natural look.

A quick image from google to demonstrate my point. as you can see, the grass shows all sorts of greens, mixed with yellows and browns(not very much brown, just little tints). This looks very natural to me.

This grass however is very very green. there is very little yellow other than to achieve green from blue, and almost no brown. This grass, to me, looks fake (or atleast not lit by the sun. perhaps an industrial light.) This is the biggest issue I see in your tiles, but it is very easy to fix. I suggest you play around wtih colors get a nice range of greens and yellows, and increase the general contrast.
I love your dirt tiles by the way  :D

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