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Messages - ejay
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31
Pixel Art / Re: RPG main character, would like c&c *now with mockup*
« on: March 07, 2006, 08:15:07 am »
Regarding the mockup - I think you have too much contrast at the details which tends to make it look flat. Try shifting the contrast towards the larger shapes and volumes , to establish a consistent and unified lighting .
The character is cool, and i like the way it pops out of the mockup.

32
Pixel Art / Re: fighting game mock-up ~pixelBoy format~
« on: January 25, 2006, 09:14:31 pm »
Cool!
I really like the animation, especially the way each character has a different rythm and style. The background's sketchyness is quite nice, i think it help set it apart from the foreground without grabbing too much attention thanks to the reduced contrast .

I played Meteor busters (to the very end) and had a great time . The sprites, backgrounds and effects are very well done, and the gameplay is fun in a nostalgic yet refreshing way . Are you doing the actionscript as well ?

33
Wow, great job everybody.
This is my first full-body sprite ever , and the portrait is my largest pixelart piece ever :-)

34
Pixel Art / Re: Metal slug type sprite
« on: December 29, 2005, 09:40:56 am »
Looks cool.  I think the wrist needs to be more defined, and the hand could be slightly larger. Also, the ear should probably be a bit higher on the head, and the eye lower. Don't be afraid to put light shades right next to your outlines, it seems like you're overdoing the antialiasing in some places (the legs, for example) making it appear a bit mushy and lacking form.
good job, I'd love to see it animated.

35
Pixel Art / Re: TRVE MASTERS OF NEBULAR FROST - unfinished indefinately
« on: November 01, 2005, 10:18:50 pm »
Thanks for taking the time to write such a detailed reply , i enjoyed it very much. Some good people still out there, evidently.

36
Pixel Art / Re: TRVE MASTERS OF NEBULAR FROST - unfinished indefinately
« on: November 01, 2005, 08:13:00 pm »
Thanks Helm,
I'm glad you picked the coloring of the collarbones as an example, it Does look great yet to me it's not what i'd call intuitive coloring.
I remember Craig Mullins (goodbrush.com) once said in a forum post that you can generally go crazy with your hues, as long as you get the values right.

If i may continue my interrogation , i'm also curious about the greenish tints in the skin ramps - the blue tints makes sense to me because of the suggested blue atmosphere , but the greens don't( by mere intuition , it's all super-sweet to my eyes  :) ).

37
Pixel Art / Re: i just happen to like blue
« on: November 01, 2005, 06:11:00 pm »
cool.
I actually like the different rendering methods you used on the pants and jacket, it creates different texture and works well.
you made a step in the right direction on the head in the last one, but if you're trying to keep it anatomically correct, the face should probably be smaller.

38
Pixel Art / Re: TRVE MASTERS OF NEBULAR FROST - unfinished indefinately
« on: November 01, 2005, 06:05:06 pm »
This is really amazing. i love every bit of it, but especially the atmospheric tinting on the hair on the right. cool stuff.

Do you have an online gallery somewhere with more of these ?

I'd also appreciate it if you could share some tips about the way you use color and tinting in the early stages of your work- i'm interested in the decision making process- is it something that you're constantly aware of and can put into words or do you find yourself making most of those choices automatically ?

39
Pixel Art / Re: A new avatar for myself.
« on: October 31, 2005, 05:28:01 pm »
Looking pretty good so far, but I find the way you detailed the body too distracting, it's overpowering the larger shapes and makes it hard to read properly.
I also feel that the green background and black frame are not right - they confine the figure to an uncomfortable space .I'm guessing that making it transparent would work better.
Good job otherwise, i like the texture in it.

40
Pixel Art / Re: Project Paradox sprites
« on: October 22, 2005, 07:42:32 pm »
Try to think of the shape of the 3d objects that you're shading rather than following the 2d outlines,( Imagine the legs or arms as cylinders, for example)  and once you choose your light source go ahead and shade them accordingly. Don't bother adding too much detail or finishing it with Antialiasing at this stage, but rather try and make the lighting consistent and the shapes clearly readable.
As to the outlines- personally I'd choose colored outlines over black ones almost any time, it adds a certain vividness (is that a word?) and freshness , and it can also be shaded to enhance volume.

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