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Messages - am_pm
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61
General Discussion / Re: Bad at what i like
« on: August 04, 2007, 11:38:40 pm »
I remember a great quote, I think it was from Adarias or AdamAtomic, that spoke of artists who, since they didn't draw something right the first time, didn't continue to draw and how to overcome that. I wish I could find that quote!

62
General Discussion / Re: New guys (and some old guys) READ THIS THREAD
« on: August 02, 2007, 07:11:25 pm »
I agree with a lot has what been said here. The one thing that really needs to be stopped are the comments that are not only useless to the artist, but also bring the artist in the wrong direction he or she might be taking. Comments that tell the artist to do a complete overhaul without any teaching or points on what was wrong, and bring the art to a standpoint that the "critique-er" would want to see, rather than what the artist would like to achieve. Also, comments that are just composed of "Wow that really sucks, do better" are something that nobody wants to see.


edit

63
General Discussion / Re: Bad at what i like
« on: July 31, 2007, 03:16:25 am »
Draw an antelope with a harsh attitude and time to kill.

64
General Discussion / Re: Official Off-Topic Thread
« on: July 12, 2007, 03:36:41 pm »
The one thing I dearly hope that they fix in Metroid Prime 3 is the GRATUITOUS AMOUNTS OF BACKTRACKING.

65
General Discussion / Re: special effects animation
« on: July 11, 2007, 05:07:29 pm »
To tell you the truth, not to undermine anyone who works in the industry, I never thought of cell phones as an adequate gaming medium. I imagine that it will become greater in the near future but right now things are a little stale.

66
Pixel Art / Re: sword slash + explosion
« on: July 07, 2007, 01:34:21 am »
Honestly bengoshia, for the longest time I have not seen any constructive posts by you. You usually just ridicule and berate the persons hard work. He's learning man, let him learn.

@Piotrek: The animation is snappy and does not flow well. Think of weight and volume. A swordsman flows with his weapon as if it is an extension of his own arm. Also, his face looks a little off. Try moving the whole face up a little.

67
Pixel Art / Re: [WIP] space-man walk-cycle
« on: July 04, 2007, 05:06:21 pm »
Now, I think this might be a personal preference, but I suggest you darken the blinding white light of the helmet. It is distracting and takes away from the very nice walk cycle you have going.

68
Pixel Art / Character
« on: June 26, 2007, 12:57:15 am »


I tried to make it transparent but I have no idea how to do that in Graphics Gale. Comments and crits appreciated. Possibly for B&W adventure game.

69
At one frame his far leg completely disappears with his foot still remaining, but otherwise, great job!

70
Commercial Critique / Re: CC Challenge - Dodonpachi Assembly Line
« on: June 07, 2007, 06:58:40 pm »
4) details galore. I leave this for the next person, maybe we can spot some standard design elements.


An ass load of divets, rivets, blocky armor, holes, protrusions, and various other elements. The idea is futuristic but bulky. A good example of this is Games Workshop's Warhammer 40,000 range of miniatures.

Take a look at this tank:

http://us.games-workshop.com/games/40k/spacemarines/catalog/spacemarines/images/SMRNLandRaider_large.gif

A lot of the same elements. Blocky, yet futuristic. Very extreme edge highlights with very dark crevices and shadows.

Another example:

http://us.games-workshop.com/games/40k/tau/catalog/images/battlesuit_cdr.gif

The details seem to serve no other purpose other than just looking really cool. Almost all of the vehicles are completely mirrored.



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