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Messages - Overkill
Pages: 1 [2] 3 4 ... 11

11
Pixel Art / Re: [WIP]Robots (platformer)
« on: July 27, 2009, 03:23:30 am »
Sorry, I couldn't help but post something.

Don't use the gradient tool (if you can help it). I used to do this all the time, but you'll notice all your pictures look the same. Flat, and really weirdly colored.

If you want to learn how to really "shade" things, do it by drawing a SOLID color. No gradient. Just one color.

Then, after it looks okay with one color, add another color for "shadows" for the dark spots of your guy. If done right, you can make a guy look 3D with only using two shades. No gradients. Gradients are not the way to make your drawings look realistic.

After you've got two colors, normal and shadow, add in your third, highlights.

Now you can argue all you want about "I already know how to shade", "I already know how to draw", but just try it! You might like your stuff now, but try out a new way! Trying new things is the only way you get better. Even for the simple things like picking colors and lighting and shading.


If anything, avoid drawing outlines first. Outlines are a bad idea, you'll want to use the fill tool, which is TRAP when you're still learning to draw. You never get practice of painting in for yourself. Which is something you need to learn so that you can be comfortable doing fine details and shading.


Anyway, here's something I drew really fast, roughly based on your colors and shape. Might help you (the left one was the sketch). ROBO CAT.

12
Challenges & Activities / Re: Hexquisite Corpse Suggestion Thread
« on: June 12, 2009, 06:12:16 pm »
I'd like to see if Arne's 8-color palette could be done. It'd be more challenging to mix colors, but I'd suspect it'd be way easier to make transitions between adjacent tiles since there is a more limited palette. This could make fairly some funky art as a result.

13
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 05, 2009, 03:35:01 am »
18, please! Woo, this is fun. :D

DONE!

14
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 04, 2009, 03:25:00 pm »
73 please!

DONE!

15
Pixel Art / Re: Resonance
« on: May 27, 2009, 01:39:58 am »
Thanks Atlus again, for your encouraging words and the edit! I BELIEVE. :D

I'll see about using more solid shading and redoing the idle pose later. If I make some super fancy changes to the idle, I'll probably reflect them in the walk. Otherwise, I might just make it mirror the proportions in the walk.

In reality, I sort of wanna be finished this game in my lifetime >_<. I can live with a few flaws, even though it may mean it's less aesthetically pleasing than it could be.

I mean, I still have tons more actions to do for this character, plus tile art in a bunch of different settings, a variety of enemies, and special effects like explosions and pew pew lasers.

It's pretty brutal how much resources I need, really. But then again, I imagine the next animations will go nicer now that I've got it going, and really, tiles aren't TOO bad, just annoying to piece bigger scenes together sometimes (especially since I want a big urban area with parallax scrolling).

For now altered the pallete a bit. More contrast things. I kind of don't want super duper saturated shades, but I did bring it up quite a bit on the highlights and shadows, and made the thing have more hue varations. Might be hard to compare with this grey background at 1x, but it's definitely noticable when I view it with Paint Shop Pro 4 (or if you zoom in more).

16
Pixel Art / Re: Resonance
« on: May 26, 2009, 07:21:46 am »
After a bit more work, here is what I've been able to make:

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Pixel Art / Re: Resonance
« on: May 26, 2009, 12:53:29 am »
Thanks again, Atnas. Tried following your advice about the arms. I lowered his neck too, and adjusted the thickness of the coat in several spots. It should look LESS odd now when compared to the idle stance (not quite there though).

Also took some advice from JaJitsu on Tigsource and reduced the turning of the body so it's not so excessive when the front arm goes back. Hopefully this has been an improvement.



Need to put his jacket pocket back in so the leather isn't so dull looking, and go for the scarf. I'll also try and trim 'im down more to fit with the idle pose more.

18
Pixel Art / Re: Delicious Wonderbros
« on: May 25, 2009, 05:37:38 pm »
I like the running animation, but your arms seem to fly around too much. And they're too high (and short in these frames), I think. It seems like he's punching the air, since the arms are at shoulder height. And having the arms that high on the backswing seems even more unnatural.

Other than that I like it, the legs are nice, and the jump is pretty good.

19
Pixel Art / Re: [help] Hair's Shadows
« on: May 25, 2009, 05:33:20 pm »
Well, hair isn't much different from shading other things, other than the fact it's pretty shiny when compared with cloth.

First of all, it doesn't seem like you've really picked a light source. So start with that. Probably top-down is the easiest.

Secondly, your pallette selection is lacking. Start off by using a background other than white, like a blue or crimson or something. It'll probably help influence your other color choices. Then start to build your pallette, trying to pick colors that stand out, but fit well. Okay, NOW that you've done that, go ahead and draw. (If the colors I choose are nice, I find I make better art.)

A word of caution though: It seems like you rely too much on the fill tool and "lines" to draw things.

I would suggest you instead use a 2 to 4 pixel brush (make sure it's pencil tool though) to blob out a body (line art can work, but it's also very restricting if you're still trying to figure out the volumes and shapes).

Now draw a body using the big brush. Afterwards, layer on light and darkness. Now you're not "boxing" in lights with lines, you're painting them in, giving you more control over figuring out where they'll go.

Worry about fixing the appearance after you've got a rough sketch that looks okay. Cleaning up blobby forms should be easier than shading around lines. It is for me, anyways.

So a good workflow: 1) light source 2) colors 3) blob 4) clean up

20
Pixel Art / Re: Kings quest type game {WIP}
« on: May 25, 2009, 05:16:53 pm »
The background setting looks very nice. Could use a few imperfect bricks or a poster/sign or something to liven it up a bit though.

The character's arms look weird, because they shouldn't start so thick like that at the top, thin like that at the end. Shirts don't usually go from baggy at the top of the sleeves to tight at the end, and the hands seem too small. We should see his thumb (or at least space occupied to give the impression that he has thumbs) if he's got his arms to the side like that. Or I guess make his shoulders broader, and make the the arms 4px instead of parts starting at 6px and moving to 5px to 4px.

His elbows seem too low. I think that shadow should start about two pixels higher.

The legs also suffer. It goes from nice curves to boxy cubes at the botton. The black outline shouldn't be broken up like that. Instead add new, slightly darker shades if you want to define the forms.

Lastly, where are his feet! It's unlikely that shoes are the EXACT same color of brown, so mix in your other palette colors when shading the shoes. Since it's a face-on view like that, not top-down, his shoes should also occupy more vertical space.

Hopefully this helps.

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