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Messages - Mathias
Pages: 1 [2] 3 4 ... 179

11
Pixel Art / Re: (WIP) Check out this Desert Eagle animation
« on: April 21, 2020, 02:26:06 pm »


Always save the last bullet for yourself.

12
Pixel Art / Re: (WIP) Check out this Desert Eagle animation
« on: April 21, 2020, 01:03:35 pm »


Mainly an animation timing edit. Timing kinda sin waves to help enforce a smoother motion.



Did a little work on trying to help awkward highlight changes across frames, namely the jittery white highlight on bottom of grip.

13
Pixel Art / Re: My first attempt at pixel art
« on: April 20, 2020, 06:16:27 pm »
Looks good, dude.
You're acquiring vital art knowledge. We all start somewhere. Keep doing little tutorial experiments and stuff and get a feel for the basics, and apply it to your work. Go gettem.

14
Pixel Art / Re: Title Sceen WIP
« on: April 20, 2020, 02:12:38 pm »
If I had to pick one, I'd go A1 because it features the largest title which I consider to be the most important element.

15
Pixel Art / Re: Tile a day - Mockup
« on: April 19, 2020, 11:41:41 am »
Your latest texturing reminds me of some Rayman Origins wood texturing.
The French Ubisoft guys pulled off some really neat stylized texturing for the recent Rayman games.

Here's a few game texture assets for reference -



Your biggest takeaway here might be hue shifting. Notice all the hue variation they've used. Your tiles are more or less monotone. Some varied color hints here and there might punch up your tiles a few notches.

16
Pixel Art / Re: Shading opinion?
« on: April 19, 2020, 10:58:10 am »
yip yip looks good. SHIP IT.

Don't linger on this too long. Start something new. Keep improving.

17
Pixel Art / Re: Detailing flower patch on flat-shaded background
« on: April 19, 2020, 10:56:25 am »
OHHHH ok. It's a game background. alright alright

It looks good in-game. I like it. You're doing a Super Meat Boy/End is Nigh/Celeste type platformer.
Next time, I recommend giving context like this when posting for crit, it's immensely helpful. I just assumed you were bent on creating a huge standalone landscape image. (I know I never commented on your flower problem haha)

Now it makes perfect sense to not have any focal points present in the bg. I prefer it not have them, given that it's merely a supportive background set piece for a game, where your focus should always be on what the protagonist is doing.

Instead my concerns now shift to your platform tiles - they get lost in the bg. You need to massively boost how much they contrast the bg. Might just hue shift the green platforms to blue and make the death thorns purple or red. Maybe add an outline like the thorns have.



(disregard the jacked up pixel quality; had to mod a youtube screenshot. i feel dirty.)



18
Pixel Art / Re: [WIP]isometric "zombie" scene, for a personal project
« on: April 19, 2020, 10:17:37 am »
This is going really well! I dig it. Did you do the environment tiles, too? Looks awesome.

Hope you don't mind the lack of feedback around here. That's what happens when you post work that's better than 90% of posts. The level of quality doesn't leave a whole lotta room for crit. But that's GOOD news, for you.
If you're keen on posting regularly about this project as you go I might suggest doing so in the Devlogs board instead - https://pixelation.org/index.php?board=27.0

Overall, this is working quite well visually, imo. Crazy good for someone's first isometric environment attempt.
Has any code been written yet? Typically you want to get a working prototype up and running asap, before finished art assets are needed, but that's a different subject. Or maybe you're just practicing iso pixel art techniques.
It does look cool essentially, but I don't really understand what all the white drippy stuff is. If it's paint, then the painters were insane and they need to go back to wall paintin' school. It reminds me of glitched pixels or redraw garbage. That said, it does make the brick walls much more interesting. But I wish I could tell what it's supposed to be.

I'm really interested in your 3D workflow.
What is your pipeline like for going from 3D to 2D, specifically the pixel conversion stage - when the rendered 3D animation gets turned into a pixel art animation.
What about squash/stretch, adding wind-up frames to increase impact, and smears for weapon swinging frames?
These things are inherently difficult to pull off with rigged 3D character animation, so I'm guessing you have a plan to incorporate such enhancements in your animated sprites during the pixel art redrawing stage.

Idea - black out walls cross sections and remove noisey edge highlight, too.


Will walls' visibility be toggled when player walks behind them so he doesn't get lost?

Have you thought about adding dynamic lighting or other non indexed pixel art effects (NPA)?

19
Challenges & Activities / Re: The Daily Sketch
« on: April 19, 2020, 09:48:29 am »
𝓒 𝓞 𝓢 𝓜 𝓘 𝓒



𝓟 𝓡 𝓤 𝓝 𝓔 𝓢
if you can read this it means you're already dead. rip

20
Pixel Art / Re: Detailing flower patch on flat-shaded background
« on: April 18, 2020, 04:13:24 pm »
Welp this one's ambitious isn't it.

I can't fathom why this needs to be so huge. Just the size alone will force you to compromise drastically on quality, otherwise you're going to log so many hours in this piece you WILL hate it before you finish it.
In cases like this I find it helpful to ask - Are you SURE you want to use a low color pixel art style for this? Why not full color?


some thoughts that come to mind -
What is the goal here for this image? What is to be used for? What is it trying to do? What's the mood? What's the story?
Looking at your WIP image, I don't really get it. I'm not sure what I'm looking at.

And there's a lot to look at . . . but at the same time there's nothing to look at.
Where do you want to me look? Will you be adding some sort of focal point?

-Why do the trees get bigger as they get further away from the viewpoint? Most perspective cues are way off.
-Sky and ground clash terribly - while the sky is trying to be surreal and whacky, the ground is very mundane, lacking any of the surreal oddness seen in the sky. It's easy to believe that the sky layer was copied from something entirely different and pasted behind the green ground layer. Only bit of continuity I can find are the 5-pointed stars stamped here and there.
-If clouds get dither, other things should too. Dither consistently as you render surfaces.


I ADMIRE the effort and the ambition. If/when you start to feel like you're in over your head, don't be afraid to dial this back a bunch, or take what you learned and start a new one.

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