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Messages - Pawige
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21
Pixel Art Feature Chest / Re: Dwarf Fortress Platformer Mockup
« on: July 05, 2010, 07:11:07 pm »
I just wanted to pop in a say that I really like this. Not sure why it hasn't gotten any comments yet! Your thought about adding some spots with fewer details is spot on, I think; it seems a bit too busy and confusing right now. Maybe split it into two different screenshots, one with the civilized portion of the dwarf's fortress, and one a bit deeper with the monsters and whatnot. I can't for the life of me tell what the purple things are. Maybe it's some sort of monster I never encountered while playing? I think filling in the checkerboard sections inside the tiles with something that blends a bit nicer would go a long way to making it look nicer as well. Anyway, I would love to see this finished, I hope you're still working on it!

22
General Discussion / Re: ROTSPRITE, useful tool
« on: June 23, 2010, 04:52:36 am »
I just wish this was built into Graphics Gale or Promotion. Oh man...That would rock so hard. Barring that, what st0ven said. I've used it so much since I got it! Great tool.

23
General Discussion / Re: OUTLINES: discussion
« on: May 14, 2010, 10:19:16 pm »
It's all up to the particular artist and the piece he or she is working on. Asking whether outlines or no outlines are good or bad is like asking whether oil or acrylic paint is better. There's no superior option, they're just different. The reason you get the opposition to your outlines here in the forums is that the basic structure and form is not good. You can do anything with your outlines you want, but if the underlying sprite is not good, changing the outlines will have no effect.

24
Pixel Art / Re: Some new stuff
« on: May 14, 2010, 03:39:35 am »
//// Absolutely NOT! I'm 27, not 24. Sarcasm aside, one of the things I was worried about was the view. Thanks for that, and the other tiips.

Pretty sure he was talking about himself, not you...

Anyways, the important thing for you to notice about the change of lighting is not so much the direction as the way he gave it shape. You've shaded your girl the way you typically seem to shade things, with what appears to be absolutely no understanding of form. Think hard about this and ask yourself, what kind of light source would light up one leg and not the other as you have it? It's pretty much impossible, barring some sort of bizarre angle and shadow combination. Then look at Reo's edit and think about how the lighting is working there, see, the light is from above, so the upper legs, which are facing more towards the light, are brighter, and the upper legs, which are facing away from the light, are darker. Same situation with the top of her breasts and shoulders, they are lighter because they face the light source, the undersides of her breasts and abdomen are darker because they are facing away from the light. Rather than seeing your characters as just a collection of flat shapes that get lighter as they get closer to the light source, you need to imagine them as actual 3D objects and shade accordingly. The surfaces that are pointing most directly at the light source are the brightest, and the surfaces pointing away are the darkest.

25
Pixel Art / Re: (WIP) GOOSE
« on: May 13, 2010, 05:56:30 pm »
I can't see anything but feminism, I'm afraid. The long hair on the first one, and the girlish pixie cut on the second seem to say it, as well as the big eyes, thin noses, the small smoothly slanting mouths, narrow jaws, pointy chins, small ears, narrow necks, no hard edges, no adam's apple and rounded cheeks. These are pretty much textbook examples of good female portraits! Are you going for the typical androgynous anime look or do you want guys that actually look like guys?

26
General Discussion / Re: Looking for pixel art
« on: May 11, 2010, 03:25:50 pm »
Alien Breed has aliens top down view!

27
2D & 3D / Re: Burned Grass
« on: March 19, 2010, 05:38:26 pm »
It looks like you would probably just be able to dial down your specular highlights and it would remove almost all of the plastic look.

Kerpow! http://wiki.blender.org/index.php/Doc:Manual/Materials/Properties/Specular_Shaders

28
Same here, still blurry.  :(

29
General Discussion / Re: Official Off-Topic Thread
« on: February 06, 2010, 08:15:08 pm »
You'll get used to it, and in a few weeks, you'll never believe that you used to prefer such a clunky, slow, unfriendly program.  :y:

30
Pixel Art / Re: Help on head
« on: January 18, 2010, 08:50:05 pm »
Well, the latest is a huge improvement on the shading and colors, but his head still looks really squashed, it seems like you started the face in a 100x100 box and just crammed the top of the head in as an afterthought. Here's a cheap noggin edit:



That would be something closer to reality, I may have gone a bit too big, but it's closer, anyway.

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