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Messages - philjones
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11
Pixel Art / Re: RPG character [WIP]
« on: February 12, 2008, 06:21:23 pm »
I'm sorry Terley, that wasn't a very constructive reply.

Inarma, your innapropriate overuse of the word "sprite" to denote anything you or anyone posts makes it incredibly confusing and frustrating for these kind people to help you in your endeavour to create a character portrait.  In the context of this forum, a sprite would be a piece of small pixel art (a character, tile, HUD piece, (perhaps even a portrait, yes) etc.) that is to be placed in a larger piece (ie. a game or mock-up).  Other than the portraits you've made yourself, the references you've been posting have been drawings and 3D renderings, images, pictures, but not sprites by a long shot.  For everyone's sake, please try and use more accurate terms.

As far as drawing your own references, this is not being suggested solely for the purpose of pixelling it, but to improve your art skills as a whole.  While this is indeed a pixel art forum, it is definitely still an art forum.  Helm is recognizing that (as he has in many people) before you do this portrait, or any other pixel piece, you may want to step back and try drawing some of these things on paper, to know what you're looking for, to practice your grasp of forms.  If you simply try to convert someone else's art to pixels, art that they have spent years learning to do, you won't be learning anything yourself, and will end up with a less than satisfactory result.

So, yes, please try drawing for yourself.

12
Pixel Art / Re: [WIP] Kung-Fu Master Sprite
« on: February 12, 2008, 05:56:33 pm »
Something more like this, perhaps:


The way you have him holding his arms out would make him tired, not ready for fight-or-flight.
If you used something like my edit, his arms could be animated to clench his fists with his breath, indicating both the sturdiness of fight in the clenched fist and the nimbleness of flight in the unclenched fist.
A looser stance, anyway, than the outstretched arms, would be far more believable and effective.

[edit]
Also, the sword was fine where it was.  Presently it looks like it's coming out of his head.  Symmetry is rarely in your best interest when dealing with organics.

13
Pixel Art / Re: RPG character [WIP]
« on: February 12, 2008, 03:27:45 pm »
They did say that.  Stop calling everything a sprite.

14
Pixel Art / Re: gamemaker project
« on: October 01, 2007, 01:55:45 pm »
The background trees are still fighting pretty hard against the sprite.

The large striped columns in the new environment, should they not fade to a colder colour?  That brown is duller than the red, but still fairly warm.

And... jpgs?

15
Pixel Art / Re: I need some criticizing!
« on: October 01, 2007, 04:09:50 am »

Simple and effective.  And I think it's happy.  The trees may be a bit more complex than you're going for.  They're also at an utterly foolish angle, now that I look at it.  Mario 64-like trees, as Blackbeltdude mentioned, would be an excellent approach.

[edit]


Just Googled "mario 64 trees".
[/edit]

16
Pixel Art / Re: [WIP] Carmine (Gears of War)
« on: September 23, 2007, 11:20:35 pm »
I stand corrected, then.

17
Pixel Art / Re: [WIP] Carmine (Gears of War)
« on: September 23, 2007, 07:17:18 pm »
Natural light from the left, blue light from the right.

I think the neck should be a pixel shorter and a pixel or two wider on each side.  In the reference images his neck is like a tree trunk.

The helmet should also extend further down on the jaw, making the bottom straighter across, and not a gradual upward curve.

18
Pixel Art / Re: [WIP] Carmine (Gears of War)
« on: September 23, 2007, 05:18:12 pm »
The glasses or shades or whatever are also just reflecting the source light.  The first picture shows his glasses reflecting the surrounding warm yellow.

19
Pixel Art / Re: Balloon fighter scene[uber urgent]
« on: September 20, 2007, 02:00:32 am »
The stance is very dry.  He should be in a more dynamic pose, ready to leap into the air and float around.  Legs spread apart, arms at the ready, hunched a bit to put a spring in his body.  The stance is in the original game, just look at some screenshots.

The balloons should be more balloon shaped, with a cone shape at the bottom where it hits the string.

I believe rapidbaboy meant more details in the middle of the plane of grass, not just the border.

I really should not encourage your large-fonted exclamations by replying, but ... I am.  Art, however, must not be rushed.  It'll be there when you get back from camping.

20
Pixel Art / Re: Banana Walk
« on: September 20, 2007, 01:35:16 am »
Rydin's right, the eyes move too much.  The stem on the top of the head kinda jerks around too much as well.

It's certainly far better than the first attempt, and the feet are quite smooth.  Good work.

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