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Messages - ejay
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1
Pixel Art / Re: Household lady
« on: August 11, 2012, 07:07:20 am »
It's getting there, but some overlapping action would really help it - currently everything moves (and stops) in sync, giving it a mechanical feel. Try offsetting the motion of the rolling pin in particular.

2
Pixel Art / Re: [WIP] RPG rocks/mountains
« on: July 24, 2008, 11:17:26 am »
I think that by making the transition from the top plane to the sides a little less sudden you'll add volume and make it more believable.
My rough and dirty edit:


I also think your palette can use some work; It's rather monochromatic right now and although that's a valid stylistic choice I personally think you can make it look better by modifying some of your hues.
Overall it's looking good so far, and I prefer the textured cracks version.

3
Pixel Art / Re: Newguy coming
« on: March 03, 2008, 09:01:51 am »
Looks cool, maybe try combining the two end results into one with cool shadowed planes and warm lit ones, for example ?

4
Pixel Art / Re: [WIP]RPG tileset
« on: October 31, 2007, 01:54:02 pm »
Looks great so far.
The foliage looks too contrasted and saturated compared to everything else, And I agree with Rargh about the transition to purple being too abrupt, I think it flattens it.
I also feel that the cliff side needs more contrast - it's currently using approximately the same range of values as in the ground surface, while it should probably have at least the same range as the tree trunks do . And as for the cliff shadow- it just needs to extend more to the right, to duplicate the 45-ish degrees angle used on the trees.
I love the natural grass borders, much better than the square ones In my opinion!

5
Pixel Art / Re: Furniture and dithering practice
« on: August 20, 2007, 07:37:21 am »
Regarding the wood grain - look up wood textures (there are plenty of texture sites out there , http://www.cgtextures.com is one of my favorites ) , and use them as refernce. You can see that the grain tends to flow in certain ways , and you can duplicate that type of flow on your table . Depending on the style you're after, you may want to enlarge the grain to make better use of the space and to help it read better.
As for the furniture itself - Its looks very nice but I'm missing some antialiasing , for example in the chair's legs where the lit edge meets the dark one.

6
Pixel Art / Re: [WiP] Walking Animation
« on: August 19, 2007, 09:39:49 am »
Looks great, much better without the black outline, IMO .
Is this going to be used in an actual game or is it just for practice ?

7
Pixel Art / Re: [WiP] Walking Animation
« on: August 15, 2007, 12:01:48 pm »
Very nice! I generally agree with Adarias, and would like to add a suggestion of my own - try making the helmet's "lid" lag behind the head and bounce a little with each step, for that extra cuteness :)

8
Pixel Art / Re: Shoot em Up craft/weapon select
« on: June 26, 2007, 09:56:42 am »
Cool, but personally I feel that the box on the left displaying the selected ship is a bit useless, it just repeats the same ship graphic which is already highlighted clearly enough. I think it should either show the ship from a different angle (closeup, perspective) or show some other relevant information.

9
Archived Activities / Re: Smile 2007 - Part 1
« on: May 22, 2007, 08:45:32 am »
Nice one Pixelfish .

Here's a chubby one
And a horny one

10
Pixel Art / Re: hood [WIP?]
« on: April 28, 2007, 02:51:37 pm »
I like where it's going, the new version is already quite an improvement over the previous one, in my opinion.
I think the main problem right now is that it's too noisy, which makes the forms a bit difficult to read. Try shading the larger forms first, and add details only after they are readable .
I did a quick paint-over (pixelover) to show my point:

You can see that I removed a lot of the texture but kept hints of it in some areas such as the beard and top of the cap, I think it's more readable this way.
And on a sidenote- I only used colors from your original palette, but managed to reduce the color count from 24 to 13 (and it can definitely be reduced further). It's not crucial if you're not actually developing work for a technically limited hardware , but I find that limiting my palette makes me think differently about the use of color and the ways colors interact in a pixel based piece, It's something worth paying attention to .

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