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Messages - jams0988
Pages: 1 [2] 3 4 ... 35

11
Pixel Art / Re: Tileset WIP not looking the best :(
« on: May 09, 2017, 10:52:48 am »
try less, but bigger rocks per tile.
It certainly will make it easier to look at.
How do you know how big they're supposed to be without knowing the resolution of his game? They look fine at 3x or 4x to me.

12
Pixel Art / Re: Xmas Harley Quinn
« on: December 21, 2016, 09:14:37 pm »
I did my first-ever pixel dailies a few weeks ago,  and they RTd me, even when I kind of fudged the theme. They definitely don't just take their "favorite artists," lol.

Like others have said, they probably just RT things they like and more importantly, *see.* Don't read too much into it.

13
Challenges & Activities / Re: The Daily Sketch
« on: July 12, 2016, 05:13:36 pm »
Jesus Christ, wolfen. You're becoming a legit pro, aren't you?

14
Pixel Art / Re: [C+C] Robot Outlaw
« on: June 27, 2016, 02:39:39 am »
Agreed with liking the original idle more than the edit. Like Bad says, he looks like he's hyperventilating or going to puke. Or maybe mid-seizure. *Why does every indie dev nowdays think this ridiculous "idle" cycle is cool? The character isn't idling at all! His limbs are flailing around everywhere! Who started this crazy fad?!* You can tell the idle cycle is completely off, because if you put his robot horse underneath him, you could use this "idle" sprite while the horse galloped! :P
I do agree that the original idle is too much too, though. Just have him bob a pixel or something. No need to make every single part of his body flail around separately, though. Nobody does that. Ever.

15
Pixel Art / Re: Gothic plate armor
« on: January 25, 2016, 05:06:05 pm »
He's looking pretty good, I think. Not sure how much practice you're going to get drawing metal at this low resolution, but I think he looks pretty plate-metal-y, for what it's worth. :)

16
Pixel Art / Re: Knight combos
« on: January 25, 2016, 04:56:34 pm »
I like the look of him. I agree that the shield arm looks sluggish compared to his sword arm, though. I'd either keep it tight to his side, or have it snap way back, like he's really throwing his weight around.

17
Pixel Art / Re: Covered Wagon (C+C)
« on: January 25, 2016, 04:50:52 pm »
It's a good idea to really think about what kind of background your sprite is going to be on, too. If this wagon is supposed to be out on a sunny day, the colors are very sickly and weak looking. If it's supposed to be out during a thunderstorm, then they might be alright. You drew it on a dark background, so I'm kind of assuming it's made for a darker area, but figured I'd throw it out there, just in case.

18
Pixel Art / Re: Stone Church
« on: January 03, 2016, 11:23:36 pm »
I think it looks better. I like the new colors more than the old ones. You still haven't done anything to break up the stone texture, though, so it still looks very repetitive and noisy. Here's a very quick edit to show you what I mean:



Now, all I did was take the "replace color x with color y" tool in Graphics Gale, and I used it to very quickly and crappily erase some of the cracks in the wall, while adding darker spots to others. Don't take this as something you should copy - please go find some better references than this - but take note of how much less monotonous the wall looks when it isn't one giant solid pattern.

You should study some references, and copy exactly what you see. When you draw from reference, don't fall into the trap of thinking "okay, this is a stone wall," and then letting your imagination fill in the blanks - you'll end up just making things up instead of learning. For textures like these, you might even want to pick a very small part of a stone wall or whatever, and copy the photo *exactly* to the best of your ability. Even trace and use the color picker, as long as you're thinking about why your reference photo looks the way it does.

19
Pixel Art / Re: Stone Church
« on: January 03, 2016, 04:36:29 pm »
I'll never understand it when people say "I don't know how well this turned out." Does it look good to you? Does it look like what you're trying to represent? How can you expect to draw anything if you can't even decide whether or not what you're making is ugly/unrealistic or appealing/realistic? =P
In my opinion, they didn't turn out very well. I can tell what they are, but they look nothing like any stained glass windows I've ever seen:



The bright/saturated effects you're showing in your picture only show up when you're *inside* the building. From the outside, natural sunlight kind of takes over. Your windows feel more like in-set posters than glass, to me. Of course, pictures don't need to be realistic to be good. I don't find the style very appealing either, though. You should try to *suggest* details more, instead of just drawing every detail in. Right now you're like "well, this chuch is made of stone. Better draw *every single stone* on the church!", but if you look at some photos of churches, you'll see that stones blend together more or less in certain areas, depending how much the stones have eroded together and stuff. Lighten up some of those dark lines between the stones, and see how it looks.

Your glass windows seem to be somehow less reflective than the stone walls surrounding them, which is one of the main things giving them a very "painted wood" texture, instead of a stained glass texture. Just take a look at some photos, and good luck.

20
Pixel Art / Re: Struggling "getting started"
« on: January 03, 2016, 04:29:41 pm »
If you can't draw something on paper, "shaky hands" aren't your problem. Your problem is that you can't draw. If you want to know the secret to fixing your problem, here it is: practice drawing for a few hours a day for ten years. Big secret, right? :P

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