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Messages - cels
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331
Pixel Art Feature Chest / Re: [WIP] Lithone 2005
« on: January 21, 2014, 02:03:36 am »
Here is the reference I'm primarily using for this piece. It's a collection of screenshots from the 1985 Transformers movie, featuring the planet Lithone which is destroyed in the year 2005.


@ Probo: I quite liked the sun, but I understand what you and Harvey are saying, so I removed it.
I will play around with the glass reflection, but I don't really like changing the direction of the lines without understanding why. I really wanted to use this piece to learn more about reflections, so it feels like admitting defeat if I just do stuff because "it feels right". Especially when it comes to something where a correct answer does exist and it's not just a matter of taste.  Your version is probably correct, but I'd like to understand why!
I will say that yours look more easily recognisable as glass reflections, due to the light colours with low saturation, but I rather liked the tinted glass effect I had going, so I'll need to look at a compromise that makes sense.
In regards to the window frame, this is the one thing I am certain I will not include, because I feel it makes the scene a bit cramped and takes away focus from the horizon.

Thank you a lot for your edit, it did indeed give me a lot to think about!

@ HarveyDentMustDie: Thank you, I fixed the top of the dome! In regards to the pillars, I will try to see if there's a good way to add a little bit of orange reflection to them, without losing the current style. Thanks for the suggestion, I was reluctant to try it at first, but it may work. Which heart do you mean, by the way?  :)

@ Mathias: This is one of those times when someone takes a piece I'm working with and then transform it into something entirely different, but better looking. Your edit has much more atmosphere, it's more interesting to look at, it leads the eyes much better to the focal piece... but the only problem is that it fundamentally conflicts with what I intended this piece to be, namely an experiment with the bright, shiny, naive, dazzling, plastic-fantastic style of the 1980's. Not to mention working with shiny metal in a bright setting.
I will try to do a compromise between our two different versions, and in particular you've shown me that my last version sorely lacked contrast and realistic lighting on a larger scale.

Thanks for taking the time to do that edit!

@milokey: I understand perfectly what you mean.  Thank you. You seem to have a fairly technical understanding of these reflections, but I'm still hoping that someone will explain to me the angles involved. I have a lot of gradients and bands of light to represent reflections of various light sources, but all the angles I have chosen are almost completely random. I don't understand what I'm doing here, so I'm hoping someone is able to give me a more technical explanation. See my third post in this thread. If you can help, I would be very grateful indeed.

My latest WIP. I have not finished incorporating all the ideas and advice you guys have given me, so this will change rapidly.


332
Pixel Art / Re: A gnome piece I need improvements on! Please help! :)
« on: January 20, 2014, 08:51:30 pm »
I love it. It certainly has the potential to be rather unique. I think I get what style you're going for, without the shades and crisp highlights, but I do think you either need to change the shape of the shield or use colours to help people understand its shape better. And clearly, one ankle looks thicker than the other, which looks odd, even though I guess it's because of the pants.

333
Pixel Art / Re: Girl with a gun [WIP][C+C]
« on: January 19, 2014, 02:12:46 pm »
For what it's worth, I think Kcilc has drawn a much better and more correct stance for firing a pistol. But Harvey's version is probably more appropriate for this kind of character. The normal mistake when firing a pistol is not have a good stance or good grip that absorbs the recoil. In Harvey's version, it looks like she's almost trying to lean away from the pistol, which is what you would expect a teenage girl to do.

I see where Kcilc is coming from, I have a thing for girls who can defend themselves. But I also love the female protagonist who doesn't know how to fight / shoot, but finds a way to survive anyway, through sheer willpower. Like Alabama (Patricia Arquette) in True Romance. Now, if you make a character with this sort of helpless appearance, and give her the aim of Wyatt Earp, then it would make no sense.

At the moment, I think her exaggerated curves (huge breasts, tiny waist) are a bit at odds with a more realistic looking face ( and an overall semi-realistic style. I like what Kcilc did with the skirt. I don't think it needs a huge split, but a bit of loose fabric gives her more freedom of motion and also lets you do those nice fabric highlights which help to convey movement and create dramatic-looking poses.

334
Pixel Art Feature Chest / Re: [WIP] Lithone 2005
« on: January 19, 2014, 05:55:08 am »
Yes, it's definitely a stylistic choice, and not a realistic one. And I really want to stay true to that style of art in this piece, also by keeping those dark lines. Some of the 1980's cartoons have some really high contrast with a lot of black and near-black fields, which is something it would be cool to achieve here, perhaps.
And indeed, the reflection technique I mentioned above is usually applied to flat surfaces. On curved surfaces, it's easier to apply more normal and realistic techniques, even in cartoons. I had already picked up on that, but thanks anyway :)

A minor edit with the classic, mandatory "diagonal bands of light" over the window. It's the same principle, perhaps, which I don't understand in either windows, metals or other reflective surfaces.


335
Pixel Art Feature Chest / Re: [WIP] Lithone 2005
« on: January 18, 2014, 05:50:57 pm »
Thanks! I understand that angles are more important than distance. That's what I was trying to convey in that little illustration - the problem is I have no idea how angles impact the reflection.

If you have the time at some point, I'd love to see an edit where you explain what you mean. Words can only transmit so much information to my dull mind.

And I would like to stress that I'm not going for photorealism here, I'm trying to imitate the style used in 1980's cartoons. Here's an example from a Silverhawks episode, but you can find virtually the same style in 9/10 popular cartoons from the 1980s.


336
Pixel Art Feature Chest / Re: [WIP] Lithone 2005
« on: January 18, 2014, 02:38:07 pm »
Cheers, sevinkydink. For some reason, I thought a flat texture would make sense for a force field, even when it's curved. A bit of a brainfart there, so thanks for pointing it out.



I'm currently experimenting a lot with the reflections, because I haven't really been able to find any good tutorials. When I search for tutorials on chrome effects, I either get photoshop tutorials or someone drawing a metal ball with charcoal. When I search for window reflections, I get silly tutorials about how to draw mirror images in windows or how to draw a glass vase.

At this point:
- I understand that the glass reflection is probably not correct, but I don't understand the different ways of drawing glass reflections and how these depend on the light sources.
- The metal reflections are probably not correct anywhere, but I'm going for a 1980's cartoon style and it's proving impossible to find a tutorial, so I'm just watching old cartoons.
- I'm having a lot of trouble understanding the relationship between reflections on metal objects and their light source. How do you decide the reflections of light on a given flat metal surface in relation to the light source? How do you decide the gradient on a single metal surface compared to many smaller metal surfaces forming a bigger surface?



337
Pixel Art Feature Chest / Re: Snake Curses [C+C]
« on: January 18, 2014, 11:40:00 am »
I've been lurking in this thread for a long time now, with nothing helpful to say. But just as a bit of encouragement, I really love what you're doing here. I've dreamed of a game like this since we started seeing games in 800x600 resolution and pixel artists simply couldn't keep up. I really want to see more pixel art games that can be played in 1:1 scale with a 1920x1080p resolution. I would pay mucho dineros for a game like this, and on top of the artistic style, I think your whole concept for the game is just... perfect. Please don't stop working on this, ever.

How does the game work though? If you've explained this, I've missed it. Do you wander from each scene to a new scene, like King's Quest or Fallout? So it's not really a seemless scrolling iso view, like Diablo? Because since we're only seeing tree trunks and no canopy, I imagine that having a scrolling view would mess up the beautiful idea of seemingly infinitely tall trees.

Anyway, best of luck. This is currently my favourite indie game prospect.

338
Pixel Art / Re: Platformer character animations
« on: January 16, 2014, 02:59:18 pm »
Are you sure you want her to land with both legs? You could also do a Prince of Persia-style running jump. If she lands with both legs, one would imagine her to stop after the jump, losing most of her forward momentum. Like in Flashback or a long jump.

Again, just spouting my amateur opinion. If nothing else, I just bumped your thread :)

339
Pixel Art / Re: Need help with Iso Characters for game
« on: January 15, 2014, 08:03:16 pm »
Your friend drew this?
I hope you're not trying to make money off this game, because I'm pretty sure Marvel has all the rights for Mysterio.

340
The animation is very well done. The collar looks like it's part of the helmet, to me.  But I like how you did the chicken legs, so it's more apparent that it's a robot.

I took the liberty of doing a quick edit myself. Mostly I focused on trying to give a bit more contrast, since it's such a tiny sprite. Also tried to do away with some of the pillow shading. And I made the thighs shorter, because I don't really understand how the legs would work on your model. They seem out of proportion.

I also took the liberty of suggesting another kind of sword, because even though I like your animation, I'm not thrilled about the idea of him holding a beam of energy like it was a rod. Being a huge fan of Soul Reaver, I think I would just copy the Soul Reaver sword  :)



I could work on this sprite for hours, it was a very fun challenge. Especially after reading the cluster study thread.

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