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Messages - winged doom
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Portfolios / Re: Looking for a small jobs
« on: December 05, 2015, 05:57:39 pm »



And I think it's final version, because bored from it. But I also should make some animations.

What version is better?

Decided to ease the challenge and removed the top of the robot, updated version, but still WIP:

So, here we are, WIP:

Small 5734L3R on bottom right and big version on middle part of picture.

Trying to add to this big version some volume and integrity. Only solution to make it that I can see now - this can be realized by large, solid spots, devoid of small details and by different hue of colors, to create a sense of volume. Large, solid spots needed to dilute the current motley and make integrity of robot.

But maybe you see other solutions. Or see other problems on this picture, that I can't see now. So, I would be grateful for criticism and advices about big "HD" version of this robot.

PS: Sorry for offtop, but maybe you know community or sites, that will be interested in "Norton Commander"-like art (on top of picture)? I really like such things, but
never seen anything like this.

Pixel Art / Re: City location
« on: September 29, 2015, 05:08:54 pm »
I think it's good that it's simple. It doesn't transition as well as it could because the architecture's different, an easy fix would be to add the middle border you have in the city.

I agree with that. But now, looking at Seiseki's edit, I realized the real problem with this work. Its elements are too square, while the graphics of game is very soft and rich many transitions. And this contrast causes dissonance. I realized how I can fix the problem. I'll try to develop your idea.

It looks really good, despite being simple.
I think some more interesting depth and layering with the buildings could take it a step further though.
You could push the silhouette further too with chimneys, balconies, architectural details.

I'm really loving the shading in the street scene!
But I think you could convey depth/perspective more if you didn't just use straight angles.

Awesome edit! As i say to Joe, looking on it I realized how I can fix the problem. I'll try to develop your idea, especially with not straight angles, thank you!

Pixel Art / City location
« on: September 28, 2015, 04:05:56 pm »

This is transition location between the start (at the bottom) and the city (on the left):

Therefore I painted the city in the distance, in blue haze (just clasped buildings color from the next location and color of castle's haze from the start) and left a piece of the sky from the previous location. I asking about the array of houses - whether it is not too laconic and simple? And whether it is not too different from the style of buildings from next screen? What do you think?

Pixel Art / Re: Guys, please help with ratio of colors! (platformer mockup)
« on: September 09, 2015, 06:07:14 pm »
Okey, I think it's final version:

Pixel Art / Re: Guys, please help with ratio of colors! (platformer mockup)
« on: September 08, 2015, 09:21:42 pm »
I think the problem is that the character has the same palette as the background.

I can't agree with this. A large part of the character is painted orange and crimson. Orange is not used anywhere else in the picture and crimson almost too. Also, character placed on a dark background. So I'm not see any problem here.

I had to zoom in to tell it was a character.
I must say that painted this with the expectation that it will be allways scaled. So it is right that you zoomed in.  :)

So, new version:

And I like it as well as last picture from my previous post ( Now I see that problem was in red spots on stones and airship.

Pixel Art / Re: Guys, please help with ratio of colors! (platformer mockup)
« on: September 08, 2015, 11:27:29 am »

Hi! I like what you did with a large green spot in the center. Now I see that this was a problematic a place, so I will try to develop your idea. But I'm not sure about saturation & contrast and I like my color solution more than yours. This version maybe is a bit high

...but this version is okey i think:

(If we talk about saturation & contrast of course).

Anyway, thank you for help, now I will try to saturate the details in central green spot and make it in some places darker, like on your edit. On your edit it gives the impression that near is placed something big from which falls shadow on rock with character. And I definitely like it.

UPDATE: Allright, I have new version and I like colors:

What do you think, guys, it's better?

Pixel Art / Guys, please help with ratio of colors! (platformer mockup)
« on: September 08, 2015, 10:21:02 am »
I've been painted this picture so far that now can't understand I like it or not.

But it seems that the ratio of colors is bad and this picture causes irritation for some reason. I guess the problem with a yellow, orange or red shades. They not work with blue and green now.  So, without character it (with orange and yellows colors) looks more cool:

Anyway I don't know how to fix it, have tryed adjust colors in photoshop:

But it's still crap. I would appreciate any help or advices, or just tell me is that ok or bad?

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