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Messages - ZeroByte
Pages: 1 [2] 3

11
2D & 3D / Re: Donoma Ruya, the eyeless monster.
« on: February 04, 2009, 06:30:50 am »
This is pretty cool! I think the highlights can stay, it just needs to be a little less saturated. You could also try shadows instead of highlights at the upper parts of the fur.

12
2D & 3D / Re: Portfolio
« on: February 03, 2009, 07:56:14 pm »
Yup this is very much a work in progress. I haven't had much chance to work on it so far cause I'm deep in code for another project for my finals too. Sigh, this trimester is intense in terms of workload.

13
2D & 3D / Portfolio
« on: February 02, 2009, 06:30:48 pm »
Hi. I'm in my final trimester in college doing multimedia arts and I have to make an interactive portfolio of my work. I've decided on a combination of pixel art and low poly art to present my works in a game-like environment. I'm posting some WIPs here to hopefully get some critiques to improve my work.

This is the mockup for what I'm trying to do:


What I have in code for my 2d gallery. Clicking on the boxes will show an image in the gallery:


Run cycle:


My logo/business card:


the 3d gallery in my portfolio. Still unfinished:



The 3d works will appear in platforms and like the 2d gallery there will be a lowpoly 3d me.


Textures:


14
Pixel Art / Re: Team Fortress 2 sprites
« on: May 06, 2008, 10:09:03 pm »
Welcome back to pixel art?  The TF2 character designs are some of the best to hit games recently.  Here comes the harsh crits!

These could use a LOT of work.  The pose for the engie and the scout feel pretty authentic, but the other 3 are just odd.  I'm not sure why you chose to render most of them without a weapon?  They are never shown this way in-game.  The engineer, soldier, and demoman all have very similar silhouettes here, though they differ radically in TF2.  You've used a fairly detailed shading style with a lot of outlines, which is a pretty odd choice given how smooth and clean the source material is.  The faces are all very hard to read to me.  The soldier's helmet is oddly shaped.  Our forum has a click-zoom option so there is no need to post a 2x version in the future.  Ditto the wrench and leaning back concerns from other posters.

I haven't actually played TF2, so this is kinda my way of pining for it. Uhm, the weapons I was planning on adding afterwards the rationale being that I want to focus on the palette for the characters first, and then having the freedom of using a separate colour palette for the weapons. I think its a bit of a game oriented approach, which I like, Also explains the poses for the HMG and the Demo, I tried posing them as if they were already holding their primary weapons but I do understand the crits about the posing. I'll rework the pose/silhouette.

As for the art style, I'm not too familiar with it, not having played it yet and when I started the sprites the only reference I had at hand was the meet the scout video. I'll be trying for a cleaner style when I find the time to work on the sprites, been working on these at the office and just got piled on with work this week. Thanks for all the crits.

Incidentally, yes I know about the zoomer script, I implemented the original way back when the forums were still blue. The new script has better programming but I do wish it had the option of starting at a zoom level like the old one did. Oh, also would be nice to tie the script to the onDomLoaded instead of body.onLoad but, thats a bit off topic.

15
Pixel Art / Team Fortress 2 sprites
« on: May 05, 2008, 02:39:22 pm »
Back to pixel art after a long absence. Decided to try to do the team fortress 2 team for my project. Having fun so far and I plan to animate them eventually.

I'm having trouble getting it to look good in 1x zoom. I sort of want to weasel out of it by saying I like the 2x aesthetics but feels like a cop-out to me. Even though I do like it that way. Originally had it at 20 colours, managed to reduce it to 16 and I think it looks better for it.

16 colours:

x2 zoom


20 colours, for crits on my colour reduction. Colour is a bit of a weak point for me so I'd like to see crits on how I can do better. I also probably need to reduce the palette by 1-2 colours to give me leeway for the Sniper and Medic sprites.

16
Pixel Art / Re: Mad inventor sprites
« on: March 25, 2006, 08:22:56 pm »
Final-ish sprites.


17
Pixel Art / Re: Mad inventor sprites
« on: March 23, 2006, 07:28:54 pm »
A few more edits before I turn in. The rear walking animation isn't done yet.



Thanks for all the crits, they've improved the sprite a lot.

18
Pixel Art / Re: Mad inventor sprites
« on: March 22, 2006, 11:43:41 am »
Fixed the front walk anims and did the side too.


19
Pixel Art / Re: Chrono Trigger style
« on: March 17, 2006, 05:48:12 pm »
I rather like the stance of your character, it really gives it life. The colours could use a little work though. They're too saturated right now, the contrasts between the colours give it a somewhat 8 bit vibe. Maybe you could use another darker flesh tone to outline the face and arms.

The legs are also a bit difficult to read, they left and right legs blend into each other too much. Again maybe it could be fixed by adding another colour or using black to differentiate between the legs.

It's a good start though, keep working on it. I think one of the problems you may have with colour selection is that you're just using the darkness slider in the colour picker to get the different shades. Doing that deprives your palette of life. Try going to the hue mode of the colour picker (the radio button marked H) and picking from there before darkening it with darkness.

20
Pixel Art / Re: Mad inventor sprites
« on: March 17, 2006, 05:30:57 pm »
Oh damnit. *slams head on keyboard*

You'd think after taking 2 sems of 2danim and only recently having done a walk cycle in 3danim I would have spotted that. Argh. Easy enough to fix I suppose, but still pretty stupid to be making a fundamental mistake like that.

It also looks like I need to fix some shading when the arms are swinging, the face area lights up for no reason at all.

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