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Messages - Rosse
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Started as a medieval knight with an axe and ended as a quake-like soldier with a spear (8 colors).

Pixel Art / Re: scuba diver
« on: December 20, 2008, 05:21:09 pm »

just as a test, 8 colors with reflection.

Pixel Art / Re: scuba diver
« on: December 20, 2008, 04:31:15 pm »
mine (7 colors) <-> yours (20 colors)

With 8 colors I would be able to add the reflexion to the visor, but I wanted to add the face, sorry about that.

Pixel Art / Re: scary mockup
« on: December 17, 2008, 10:00:23 am »
I think the pixel technique is okay, but the colors doesn't create a scary mood. I made an edit and just altered the palette

mine <-> yours

some ideas:
* change the ground. Don't use bright colors much. Low contrast and curly forms
* add some variations in the treetop (branches, leaves, holes...)


maybe in that direction?

Pixel Art / Re: Adventure Ninja
« on: December 07, 2008, 12:36:47 pm »
yours - mine

I tried to make a ninja sprite in the style of monkey island 1 (added guybrush for reference. First ninja uses colors from guybrush, second sprite uses own colors). I'm not sure if it's like what you intended, but if, then:

* use reference from game to capture style
* use reference to make a believable character
* use contrasty colors to sculpt form/volumes
* don't use dark colors on white background. It kills all the contrast in your sprite.

Pixel Art / Re: Monk!
« on: December 03, 2008, 08:46:01 pm »
Guessing from the colors you use I think you're going for a tibetan monk. Currently it doesn't look enough like such a monk. The problem is primary his clothing. I think you should use references to create a more plausible character (important when you do studies like you mentioned). The colors are similar to a tibetan, but not close enough to be sure. Even when you abstract the reality (e.g. cartoony) you should use correct hues. Use references and try to be more accurate.
One other thing is the pose. It's too stiff. But that's not just a problem of the "line of action" and "gravity / mass", it's the too simplified body of the monk as well. Use a more dynamic pose, bend the monk's knees and back from his burden and daily workload. Use folds to indicate forms underneath the clothes. Use shading to sculpt forms.
The staff the uses shouldn't be bent that much. First, currently he has no weight on it and second it wouldn't make much sense to use such a bent staff. It can has knobs and stuff and small buckles, but the overall form should be straight.
Speaking from a tibetan monk, I don't think would wear a necklace. I'm not sure, but maybe it's this "chain" thing for praying. If I remember correctly, they just wear it on the wrist, but maybe I'm mistaken.

I tried to make a monk sprite. It's a hybrid between real and cartoon. I think you intended to be more cartoony, but most of the thing I mentioned is still correct in that case.(Pose, folds and shadow are nonsense, but I hope it's helpful anyway)

For pixel specific crit. You use way to much colors (I haven't counted yours, but mine use 8 (6 character+1bg+1shadow)). For the beginning use just 2 shades of a hue, a light and a shadow color and try to sculpt the form that way. Another thing is that your antialiasing is not very effective. Your buffer is not visible/dominant enough which makes the form more blury than AA. I can't easily explain how AA works, but just study at good pixelart (Monsoon2D and Panda from this forum have good AA (some say it's overdone, but however ;))) and try to learn from them.

Pixel Art / Re: just Rat now... (revamp)
« on: November 30, 2008, 01:00:27 pm »
Thanks a lot for your answers. You motivated me to continue on the sprite.

First I changed the palette in the flat-shaded version:

new <-> old

I think it's a mixture between A1 (old) and A2.

Then I was motivated to continue on a full-shaded version of the sprite. First I tried to reshade it on a pixel level, but I completely failed. Therefore I painted a big version and resized it and cleaned it up at pixel level:

resized+cleaned up <-> old

I think I like the newest one the best (from the full-shaded ones), but I believe it still looks resized. I not sure why, tho.

What do you think?

Pixel Art / Re: just Rat now... (final)
« on: November 29, 2008, 09:01:51 am »
mmmm, in my book yes, but you might wanna change it, I cant see nothing though.

Sorry, I don't understand what you mean. Could you explain it in other words? (english is not my first language)

I have no idea how to color that sprite, so I opened it in photoshop and played a bit with it. But I haven't found any inspiration to continue. When nobody has a idea how to color that sprite I think I stop here.

Then let's call it finished and make a final comparison.

newest <-> oldest

Thanks again to all which tried to help me.

Pixel Art / Re: just Rat now... (v5, flat-shaded now)
« on: November 28, 2008, 03:22:54 pm »
The flat shading looks like a game character, and the other like a web logo, any chance you could tell us what its for?

Hmm, it should be a game character. Thats the reason I use a outline and don't AA into the background. But I had no intentions to use it for a game or something. It's just for practice.

I much prefer the flat shaded. The other one is hard to read for me, and the eye and ear merge into one. In fact, those ears could probably do with being a pixel further back, they're very close to the eyes right now.
Thanks a lot dock. Your right about the ear and eye of the full-shade version. Since I threw that version away I won't work futher on it but I will pay attention to make a better seperation between details in future sprites. Thanks for pointing that out.

In the latest version I just changed one pixel in the ear/mouth and made a slightly palette alteration. It's very hard for me to choose nice looking colors in ProMotion just with the RGB+HSB sliders. I like the photoshop-way much better (with the preview).

new <-> old

Should I call it final?

Pixel Art / Re: just Rat now... (v4, flat-shaded now)
« on: November 27, 2008, 09:08:24 am »
I see what you're saying. I made another edit, and what I did was

- connect the leg to the body, by reducing the darkest pixels between it and the body
- scooted the butt back so that his angle was correct for his leg to stick out. Right now his body is almost directly sideways. I made him a little more angled
- left a lot of highlights on the leg, as you like

My edit doesn't look great, but I think if you just rotate his butt slightly clockwise, and reduce the light different between the leg and body it will be good.

Thanks a lot. I tried to adress your crits in my new version.

I made a new attempt of this sprite. I abandoned the "full shading" because it's hard to make it believable at that size while having enough color identity (my old sprite lacked in that) and making it easy to read (pose). I tried a "flat shading" style now to make it more readable and giving it a "easy to read" color. Additionally I broke the outline where the butt and the feet meet the ground to meld them together.
I lost a lot of volume with this step, but I hope to win a lot of "clarity" which is very important in pixelart.

flat-shaded <-> full-shaded

Any thoughts?

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