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Messages - reticle2020
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11
Pixel Art Feature Chest / Re: [WIP] Rath Character Design [C+C]
« on: August 29, 2011, 08:36:05 pm »
Well since my last design was a complete fail I'm at it again this time with a mix of styles from the old one and the new one...the stance is hopefully a little more dynamic than the last one.  Again I'm trying to unify my palette and create a little more hue shifting for light and shadow.  Pistachio mentioned using only one color to outline the character so this time I'm trying to use lighter tones to accent the highlights and, hopefully, as a result create a more defined form.  So far I like the style and the stance seems good enough and should be fairly easy to animate...next step is to cloth the little guy so he's not so Au Naturale...



Again all feedback is welcome

Peace Geeks!

**EDIT**

So a quick update.  Added some clothes and shading.  Changed the position of the leg seems a little less stick figure-like.  Changed the color of the sword and added a bit more shading to the face.



Enjoy!

12
Pixel Art / Re: Caves and such. (First post here - hello, everbody!)
« on: August 29, 2011, 07:10:54 pm »
Hey Jams,

  I would stick with the original idea for now, the new direction seems overly complicated if your just starting out.  Something I noticed about the original mock is that your using A LOT of colors and most of them are so close in hue that the difference isn't noticeable.  My guess is that you drew out the light colored rocks and used a blurring effect to create smoothness?  I know that many would say you should use less colors with more hue shifts and create depth that way.  Here's an example of what can be done with just 5 colors.  Don't look at this example too closely as it uses the forbidden pillowing technique...at least I think it does I'm still fairly new at all this as well :P  But it should give you an idea of how you can get quite a bit of depth from a few colors.



Here are some great tutorial sites to get you started:

http://kiwinuptuo.deviantart.com/gallery/27054576
http://www.derekyu.com/?page_id=219

In regards to your GIF conversion question, a quick Google search netted these results:

http://www.rightfiles.com/gifconverter/
http://image.online-convert.com/convert-to-gif
http://images.my-addr.com/converter_jpg_to_gif_online_freeware_tool.php

Hope this helps a little

13
Pixel Art Feature Chest / Re: [WIP] Rath Character Design [C+C]
« on: August 29, 2011, 05:22:59 am »
  Here's another attempt at this character, not crazy about it although the stance is a little better and I tried a slightly different style which is a lot less Final Fantasy and a little more original.  I used a more hands on palette instead of just some random colors and I think it's better in that regard.  :P



  Again all feedback welcome

Thanks

14
Pixel Art / Re: The Black Clock ? Game I'm working on
« on: August 28, 2011, 07:27:38 am »
  Well I'm fairly new at this Pixel Art thing too, but I can tell you right off that your colors are way too bright/saturated it looks like your using MS Paint's color palette.  There are some really helpful topics here that discuss the finer points of proper color selection and palette choice. :)

  The walk animation is definitely terrible lol...I would suggest looking up some simple walk animation tutorials.  There is a good one here on the forums http://www.wayofthepixel.net/pixelation/index.php?topic=12983.0

  Hope that helps a little :)

Peace!


15
Pixel Art Feature Chest / Re: [WIP] Rath Character Design [C+C]
« on: August 27, 2011, 06:07:51 am »
wow thanks pistachio that sure is a lot of information  ;D

Quote
- Try not to build on a silhouette if you're just working on a basic body. Silhouettes would be better for exploring dynamic designs, for example, if the character has a lot of accessories or garments attached to him that would alter his/her appearance (or if the character itself has a different frame). Even then it's probably better for more experienced artists. If you just want a figure, building up from a frame to basic shapes is a good way to go.

I have to agree.  The pose is unnatural and awkward looking.  Your pose is far more...relaxed and realistic!

Quote
- Banding and flat shading are two things almost featured in the sprite. The outlines seem to be serving as a crutch here. Namely on the limbs, highlights and shadows are placed around them, disregarding basic forms. On the final sprite, this is fixed in a few places, but then the direction of the lightsource is unclear.

As mentioned shading is not my strong suit, and I'll need to work on that to get better for sure.  Your completely right about the light source being unclear.  I'm not sure if I really took that into consideration.  Perhaps I should find some tutorials on lighting or shading?!?!

Quote
- Palette is very saturated, yet rather bland. As far as I can tell, the only common colors are shared with the eyes and shirt. Aside from that, there's no trace of, say, hue-shifting, which is tinting colors to a certain hue depending on how light or dark they are. For example, dark green would be tinted towards blue, giving it more of a dark teal appearance, while light green would be tinted towards yellow, thus, a yellow-green appearance.

To be honest I'm just using a very generic 32 color palette that I made it's very uninspired and highly saturated.  Again wanting to find a starting point I just made one and went with it.  After viewing some of the palettes made by users on the forums I think I may try to create one that's a little more realistic.

Quote
By the way I'd like to know the context of this sprite. If it's some kind of character selection portrait for a roster, once again, you'll need a better pose, one that says something about his personality/character; more than "I like to lean backwards and stare at things". Or you could use a portrait. If it's for actual gameplay, the feet need adjusting, and my first point still stands; its pose seems rather uncomfortable.

The sprite is meant as the standing pose or initial pose for a character within a platformer style game.  So this would just be slightly animated to show some movement, maybe breathing or something and would act as the base for any running, walking, jumping or climbing animations down the road.

Thanks again for all your feedback pistachio!  Hopefully I can have some updates soon!

Peace!
 

16
Pixel Art / Re: Crits needed : Untitled Space Game Mocks
« on: August 27, 2011, 03:37:26 am »
Yea I'm not sure how you would get the lighting effect to work...then again I'm not much of a programmer :P 

17
Pixel Art Feature Chest / Re: [WIP] Rath Character Design [C+C]
« on: August 27, 2011, 03:34:27 am »
  Well I made some changes to the character sprite.  I changed the hair to make it a little more interesting and added some shading to give it more depth.  I also think I fixed the eye, at least it looks better now :P



  Again any feedback is much appreciated!

18
Pixel Art / Re: Caves and such. (First post here - hello, everbody!)
« on: August 26, 2011, 06:35:23 pm »
I like it so far looks promising.  I agree with Voxxitronic about it being a bit repetitive, and maybe a bit more dimension to the background wall, like adding some depth to make it actually look like rocks...that would certainly make it more "interesting" :D

19
Pixel Art / Re: [WIP] Game graphics - Reprisal / RTS ...
« on: August 26, 2011, 04:10:35 pm »
Just uploaded a pre-beta-pre-demo bunch of playable pixels here so you can see what it's like:

http://dev.electrolyte.co.uk/flash/pop/yiro9384j01/

By the way, there's no instructions yet but your the Blue player
 :)

Very cool style and the game concept seems interesting, at least as far as I can tell without any instructions :P

20
Pixel Art / Re: Crits needed : Untitled Space Game Mocks
« on: August 26, 2011, 04:05:52 pm »
Wow that looks really good!  Are these game screens or just mockups?  I love the lighting effects.  Don't know why but it reminds me of Commander Keen for some reason and thats not a bad thing :D

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