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Messages - Sharm
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31
Pixel Art / Re: OGA's new RPG tiles
« on: March 01, 2012, 09:36:08 pm »
Facet:  Excellent points, I'll see what I can do about all of them except the roof overlap.  It's been decided that there won't be more of an overlap because of how many more tiles that would require.  I was worried that the roof would look over textured in comparison to the rest, I'll drop the lines.  With the lighting I was attempting a typical cheat used in RPGs, but I guess I'm not doing it right.  Hopefully adding a few shadows and moving the trees is all it needs.  Could you do a color edit for what you'd suggest for the palette?  Making the palette work is the hardest part for me.  As for the roof, here's the reference image: http://upload.wikimedia.org/wikipedia/commons/0/01/Silliman_College_from_SSS_roof.jpg  It appears to be some sort of brick, but it does match the roofing.

On a different subject, I would really love to see a tileset made by you someday.  Mostly I'd like to see your solution to things that seem to consistently bug you with my tiles.  I bet I'd learn a lot.  That and it'd be epic and beautiful.

Jams: Of course the problem was with my tree.  ^_^  I agree the concept is still sound, if I were doing this for myself I'd be posting the simplified one for editing and trying to make it work.  Unfortunately that method is only going to cost my client money and he likes what he's got.

32
Pixel Art / Re: OGA's new RPG tiles
« on: February 29, 2012, 10:03:48 pm »
Now with houses.



Hopefully the silence means it's looking good.

BTW, Facet, I tried to do a less detailed tree and no one liked the result.  We're sticking with this tree.  Though I did fix the lighting, your edit helped a lot there.

33
Pixel Art / Re: Pixel Spock =D
« on: February 29, 2012, 02:06:03 pm »
If you made that in illustrator, you're going to need to switch to a new program.  It's rather impossible to do proper pixel art in a vector program.  Since vector scales infinitely it makes sense that you don't realize this is over sized.  In photoshop if you want do downscale it using the option "nearest neighbor"  and I would guess the canvas size is 47 pixels wide and 51 tall, though I may be off by a pixel or too.

34
Pixel Art / Re: OGA's new RPG tiles
« on: February 28, 2012, 05:37:36 pm »


Latest mockup with new colors.  Got the go ahead to do some nice stuff to the grass.

35
Pixel Art Feature Chest / Re: [WIP] 32x32 RPG tiles C+C
« on: February 27, 2012, 08:52:52 pm »
Thank you!  Yes I'm still working on it, but it's on the backburner at the moment.  I'm working on a paid job that's taking my pixel time.  Here's the last mockup I did.

 

36
Pixel Art / Re: OGA's new RPG tiles
« on: February 27, 2012, 07:37:45 pm »
This is all I've made so far, so showing a good color range is difficult.  Hopefully this will help.  The sprite is one Redshrike made for the project.  I just pasted him on, he'll probably have a shadow later.


Facet:  I've tried varying the lightest dirt color with other colors, but it ended up looking really weird.  Any where I put a different color it looked like just a patch and not like dirt anymore.  It also made it way too busy.  I'd love to find a way to vary it, but the only way I can think of is to add an alt tile.

37
Pixel Art / Re: OGA's new RPG tiles
« on: February 24, 2012, 04:12:47 pm »


The changes aren't very drastic, but hopefully good.  Facet, I'm not sure what you meant when you were talking about the bush, I don't have any bushes in my mockup.  Did you mean that my tree's foliage needed to be less detailed and have more general shapes because it was too noisy?

38
Pixel Art / Re: OGA's new RPG tiles
« on: February 23, 2012, 03:42:55 am »
ErekT: That's helpful.  I think the main problem with that transition is that it takes too much space to do so.
Jams: Got it, replied.  It's hard dirt, not sand.  I realize its very brightly colored, but I was going for a more stylized look.

There won't be any detail tiles for a while, not until I've got all the basic tiles done.  I do intend to have a few variations before I'm done though.

39
Pixel Art / OGA's new RPG tiles
« on: February 22, 2012, 10:56:17 pm »
Hello again!  I'm working on a new set of RPG tiles.  I'm still working on my other set, slowly, but this one is a paid job, so it gets priority.



So far I've got dirt, grass, trees and two different transitions between the dirt and grass.  I wanted the grass/dirt transition to have a darker edge as though the middle stuff is more compact, but it isn't looking right, so I made one without that transition.  The only problem is, it looks a bit plain which is why both kinds are in the preview.  I'm attempting a style that has detailed, contrasted edges with a simple and low contrast tile.  I'd prefer to keep things on the simple side, since I won't be the only artist working on this, and I'll need other people to be able to mimic this style.

40
Pixel Art Feature Chest / Re: Journey To Hammerdale
« on: February 05, 2012, 03:50:25 pm »
I dislike the belt animation.  It implies a pelvic thrust in the walk which is just weird.

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