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Messages - halffish
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21
Pixel Art / Aurora Animation Thread :D
« on: January 27, 2013, 01:42:27 pm »
Current wip of the girl running (also included past running sprite for Gowe, pronounced "Go")




For those who remember Aurora, the bulk of the animation is complete! Since it's suppose to be "in-game" simulation, "dirty tooling" for Mode 7 and additive blending layers will be present. As well as some set in Pseudo-3d space (argh, enlarged pixels!?) But for this gif, I kept it clean. Used a lot of Gundam/Super Robot for reference. More to come!

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Oh haha thanks! I was afraid about dirty tooling but for the audience it should be fine (Scott Pilgrim did the same thing!) I might remove some colors and band/dither the layers a bit before I output the final.

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I posted this a while back:


Now here is the music video teaser trailer!
http://www.youtube.com/watch?v=mVIlH4qSs8M

Extra 8bit-ver remix + mock title screen animation:
http://www.youtube.com/watch?v=sLR180-F-B8

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Pixel Art Feature Chest / Re: Aurora poster
« on: August 17, 2012, 08:50:01 am »
Thanks for all the great feedback, its helping a lot!
Helm's edit is the most accurate of all, but maybe could thin the upper thigh a little bit (either that or the skirt is way too high) as long as the thighs never appear too touch. I do want to go for that highly stylized anime look, without being too careless with anatomy. But not as close to Greek/western proportions.

SNSD? http://images4.fanpop.com/image/photos/23700000/SNSD-kpop-23773639-1600-1066.jpg

I quite like the reversed gradation from dark to light downwards actually.

As for Paul Robertson -- I'm flattered but obviously no where near his caliber. He is a inspiration at least for some of the sprites (again first time for black outlines and first time for dithering). The style of the music video is a throwback to retro gaming, and of course with that Scott Pilgrim comes to mind as well.

<\-<


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General Discussion / Re: Rendering 2d (pixel) sprites in a 3d world
« on: August 15, 2012, 06:36:16 pm »
Really? At the time of release (96/97) I thought it was decent. Now it looks bad. I felt like we didn't even know it was 2d -- sure we recognized that those snowmen were 2d and that was it back then. But we did question why the characters were slightly blurry for the longest time.

I thought Yoshi's story was kind of a joke (aesthetic for that game was still nice) but that was a log of prerended 3d... or 2+1/2d as they marketed it.

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Pixel Art Feature Chest / Re: Aurora poster
« on: August 15, 2012, 06:17:14 pm »
Helm:

I remember you - if it is the same Helm. Really love your work. Thanks for the welcome.

You're anatomy knowledge is much more adept than mine (mine is actually pretty bad) I'm going to defend some things on my comp:
AA - It is simply because I have to pull off a entire mock "game" by the end of this month which is why I am foregoing intense AAing, and also adapted the style of black outlines for all the sprites (for simplicity and ease of animation, but something that I've never really done before as I usually color my outlines), so far the assets for the game are a little more intense than the Scott Pilgrim game in keeping black lines. The only things which lightens the black lines will be the additive glows added "in-game" -- in fact I might have to give up on the pixel flares I added on the poster and go with... not 8/16-bit ones, to build that atmosphere without pulling out my hair.

Jawline - I agree the anatomy is a bit in want, it does feel a bit cheated. While it can still be fixed, I do want to keep some sort of darker shadow there (thick Tron legacy poster) rather than a rounded chin. In fact the edit you made was closer to what I had at first, but I felt it wasn't dramatic enough. Perhaps my current result may not be a very good solution...

Tube legs - I do love the way you defined it, however again like you said, I am going for that more slender look --  the new legs are too Western if the girl is Asian, and her thighs end up too close together at the top which may be anatomically more correct but, makes her a bit more chub chub than I wanted.


Cyangmou:
On the portrait shot, her head is a bit big for her body haha I need to fix that. Her boobs were moved an inch down already in this one, I'll show you the original which is eve more off. I think the comparison is a bit dramatic though, but I understand what you mean. She is also looking upward in the smaller version. I also have a super deformed in game character (which I made before the portrait, which is why as a reference the portrait ended up with too big a head) -- so I am not sure about super consistent proportions.

If I have time, I will animate the portrait (3-5 frame loop). The girl anatomy is even more off (this was the original, her body is too small/boobs are too high). With the AA issue on the lines in poster... well the hands on the mask guy is going to make you cringe.



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General Discussion / Re: Rendering 2d (pixel) sprites in a 3d world
« on: August 15, 2012, 11:24:23 am »
Yes I guess, but mode 7 is not really 3d. I was just going off that first image in the first post, since those are prerendered as well.
Hm, Breath of Fire 4?

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First off... I had no idea pixelation still exists!

I posted this over at PJ, but it shouldn't to get more feedback. This is a pixel poster (but for 11x17in print) as part of a promo for a music video I'm doing. The MV itself is for a local artist, and will be styled int he form of an arcade game (Think scott pilgrim).


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General Discussion / Re: Official Off-Topic Thread
« on: August 15, 2012, 09:55:33 am »
This place... pixelation... it still exists?!

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General Discussion / Re: Rendering 2d (pixel) sprites in a 3d world
« on: August 15, 2012, 09:55:06 am »
I think one of the best examples of this is Mario Kart 64 for N64. A large majority of the sprites/objects/characters which were not the level itself were 2d sprites, including the drivers.

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