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Messages - Blaze Enigma
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Pixel Art Feature Chest / Re: Grimoire - Art C&C
« on: June 17, 2012, 08:49:30 pm »
whoa dammit ninja'd by Jeremy,

I agree with  Seiseki's points, and did this edit

completely agree with Jeremy he raises some good points on the anatomy too, but I can see how some aspects would clash to some degree with your anime aesthetic, but you can definitely adapt what he did to your intended style, (nice edits and design direction btw Jeremy :y:)

with mine I just quickly was going to suggest a few more fins to reinforce what you were doing from the elbow
and larger webbed feet would be more practical, but if they are land walking a compromise between size and dexterity should be met.
some recommendations on the anatomical forms reinforcing certain muscles, you could argue that you want it to be flat for hydrodynamics etc. but as Jeremy highlighted strong muscular structure is required for swimming,

I think you should probably avoid scales as it'd introduce a few issues and possible style clashes, think more sharks smooth yet course/matte, and the tail could do with some work.

also on expectation I tend to agree, but if you do want to have a more red colour worked in, I recommend using the proven method of easing past expectation, if you Establish the expectations you can slowly introduce things that would out of context look jarring, so for example when you introduce them (the player's first encounter) you should have them bluer and after you have established what they are, you can introduce variations, and the variations (within certain boundaries of course) would look more acceptable and believable to the player.

also I should raise that pixelling or drawing on pure white is a bad practice, think about it, when are they ever going to be present against white? unless on snow or some crazy white dream sequence, never. so you should get in the habit of having a relatively neutral tone, if not one that would be along the lines of what the background graphics or tileset would be. Having White as your BG can alter your perception of contrast and colour values to some degree, something that looks perfectly balanced on white, may look entirely out of place in it's intended context and require avoidable tweaking

Ok, lol I simply used your muscles as a template, hope thats ok.

Either way...

- Jeremy : I increased the size of the thighs 
- Ears, I have yet to add these lol.
- Colors, I went with a slightly shark like tone
- Face, those large bulges would decreases their ability to swim at a fast rate?

Pixel Art Feature Chest / Re: Grimoire - Art C&C
« on: June 17, 2012, 12:05:57 pm »
some progress, but I think you ignored the part about darkening the lower half, which included the legs. you still have the same issue, here:

you'll notice the colour alone is causing a depth effect, when animated compared to my edit, does it not look like hip thrusting?

also just showed what you could get away with highlight wise on the chest. keep pushing i'm sure it'll be a pretty solid base soon enough, and you seem to have the skills and potential to smoothly animate and fully realize some quite nice sprites, Interested to see what they'll look like with clothing and gear.

Not entirely sure there is anything left that can be done to the base without losing any aesthetic lol

I decide to carry on with revamping the other states/animations, as well as an update on the race

- Yes they are no longer blue/purple, but who says they need to be? There are a variety of red creatures in the sea e.g. Crabs lol
- The eyes seem to give the impression of good sight, which I assume is a good adaptation when in the sea, as the sea tends to be very optically dense as you go down in depth.
- They do slightly look demonic now, lol which is my only con currently
- I relocated the fin to a more useful area, which is likely to increase the races hydrodynamics

Pixel Art Feature Chest / Re: Grimoire - Art C&C
« on: June 16, 2012, 08:59:58 pm »
got a pm from the Blaze Enigma requesting for some assistance regarding the issue I raised about the strut/limbo slant. so I'm posting it here.

I believe the the root of the problem is in the chosen perspective, it's hard for me to gauge exactly what you are going for with your angle, without seeing some of the intended environment they reside.

here Is my attempt at resolving the issue without braking the aesthetic too greatly, and I found it almost impossible without adding volume to the top to reinforce a top down perspective, otherwise like you can see at the right side of the image it is extremely very close to being a straight on camera angle. also up the top left I believe the major issue in the animation is the legs bowing outward from the hips, which is an extremely unnatural way to walk (unless you have back bent knee joints/alienesque legs), strangely though if you isolate the legs in the animation it's actually a rather good example of a walk toward a camera with perspective.

I think you should re-evaluate the shadow massing and keep it mostly consistent frame to frame, the twisting is counter to his motion, as I alluded to earlier, my suggestion just have it get 1 pixel rounder and contract 1 pixel on the down and up most extreme frames/bobs (respectively).

well I think you are stepping in the right direction. and I've concluded that with your current sprites, I believe most all the problems can be solved with shading. shade below the midpoint an entire tone darker will reinforce that it is deeper. In a top down context, closer to the ground. I think most my examples are in a completely different style and angle. I personally don't use bases or create my own, which maybe i should! I just make a fully rendered character sprite, then make variations and new ones based on the established style, and anime/manga style is not my strength D: but It is quite appealing in yours, possible view angle issues aside. ironically I think one issue with the hip and leg width  in particular is pixel related, in vectors for example at twice the resolution you could refine the skinny tall proportions and they'd likely work without hitch

also even my examples have flaws and anatomic issues but hopefully you can use them collectively as reference to see what works better to improve your own.

Thanks ^^ for taking your time to edit my base, I took your concept of depth, and did as you said so, I really like it now, lol.

As a side note, I would just like to thank everyone who has made a reply to this post, and I will update the concept art I made above soon, I am simply attempting to get this base out of the way lol.

- Slight Edit

Pixel Art Feature Chest / Re: Grimoire - Art C&C
« on: June 16, 2012, 09:53:05 am »
Muahaha? I think I got it, lol pretty happy with the perspective now.

Pixel Art Feature Chest / Re: Grimoire - Art C&C
« on: June 14, 2012, 10:14:46 pm »
I hope no one minds, but I am going to post various pieces of art from Grimoire lol as it is easier than cluttering the forums with my posts, and I tend to work on more than one thing at a time.
P.S Sorry If I forgot to mention this game is an ORPG which has just recently started production.

- I added a fin, but it looks quite odd lol

- Character Template
This is the template I will use for making the various races, I hope its obvious that it is human lol, I am currently working on COMBAT, but it is to WIP to post, but I have completed the walk cycle, which I tend to consider the hardest part of a base

And just in case someone wishes to see it frame by frame, each direction is consistent of 8.

Opinions? ^^

Pixel Art Feature Chest / Re: Grimoire - Conceptual Art C&C
« on: June 14, 2012, 05:18:31 pm »
I wasn't aware that I needed to post information about the race lol
- Although they are primary aquatic, they can live on land, somewhat like Amphibians can.

I do quite enjoy your edit, but making them more fish like would certainly drift away from the original idea, I dislike the ideology of all aquatic creatures having to be fish like beings, as this Game does not take place on earth, I presumed no one would worry about the fact they are not fish people, as for adaptations, not all adaptions are visual adaptions, but I do apologize for not giving any detail/information as to where the race lives ect..

- Their main 'city' is slightly sticking out from a sea within the game, thus it is not fully submerged, and is not fully supported by the water, if you need an example, a ice berg would be the easiest comparison
- Although they live in the sea, they can walk on land, and breath like any human, but as their skin is not adapted to the heat the sun would provide, they tend to wear desert like clothing to remove said factor of heat that could harm them.
- It still currently a work in progress, thus I will be adding more to it, to give it a visual impact

The desert clothing is their generic clothing for when on land, I have explained this above ^ :]

Thank you everyone for your help, I don't tend to change the concept to such an extent, but I will eventually add some visual adapations, as for now, I simply fixed the chin, as suggested, and carried on with the body.

I have difficulties with muscle definition, as I don't tend to do large scale work lol

Added a quick edit of how I pictured the character in-game along side the basic template for a human

Pixel Art Feature Chest / Re: Grimoire - Conceptual Art C&C
« on: June 13, 2012, 08:16:26 am »
I never suggested they could not go on land, and since they would not be constantly surrounded by water on land a respiratory system including lungs would be very handy, hence the nose, and how pray tell do ears make it a non-aquatic race xD

This is currently one of our designs for a rather aquatic race for Grimoire, C&C would be very appreciated

- This is currently in a WIP state.

Pixel Art / [C+C] Project Blaze
« on: January 23, 2012, 09:18:04 pm »
So far so good, It seems to be smooth, but I seem to lack torso movement, anyone have any idea on how to amend this?

C+C Is desired :]


Walk Cycle

Frame Break Down

Incase you wanted to see it per frame.

Credits: A friend for helping with the side animation.

Pixel Art / Re: [C+C] RPG - Player Base
« on: January 17, 2012, 10:17:57 pm »
Ah, you seem to have noticed the same issue as me, I knew that the perspective of the legs varied as oposed to the upper body, but when I attempt to make it 3/4, it seems to be out of proportion, let me find the old version.

EDIT: Just added the link so you can see the legs.

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