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371
Pixel Art Feature Chest / Re: Old Dead Tree PJ Weekly
« on: January 02, 2012, 06:42:54 pm »
I really wish you would have given more for me and others to go on here but I like your work and the idea for this so far so here goes.

Finding a direction (idea & composition that you like) should really have been worked out in a set of thumbnails or sketches before you embarked on rendering anything; particularly because getting a pixel-level finish over a large area is pretty laborious and you really don't want to expend that effort on something you're not fond of or that you'll have to redraw later.

If it doesn't look good in a thumbnail it probably still won't even after you've potentially sunk hours into the rendering process.

If you'll allow me to reach a bit beyond the remit of specific critique; from what I've seen of your other work composition always feels like an afterthought. A lot of people, myself included are reluctant to embrace composition sometimes but it really amounts only to doing on a macro scale what you've already doing well on a micro one; namely creating pleasing shapes, leading the eye and finding a sense of balance.  

In my quick 'n dirty paint-over I've just shunted the tree over into a lazy rule-of-thirds type deal but you could really find something more interesting here. You've defined a strong light source then seemingly ignored it; crepuscular light generally leaves long, warm shadows and the tree & back of the hillock should cast a bunch of shadows; this also helps to ground it, integrating it into the scene. Colours I've barely touched but you had one long fairly monochromatic ramp; perhaps you were intending to sort this out later but I would block in from the beginning.

If any of the above sounds a bit overbearing I apologise, know that I do like your work and that this is intentioned as constructive.    



Edit: Grammar, spelling. Also noticed weekly challenge had ended, sorry. Hope you got something out of this anyway.  

372
Pixel Art / Re: [C+C]New to pixel art(and this forum)
« on: January 01, 2012, 04:44:18 pm »
hey, no problem. You mentioned that you're new and I think ideally everyone should have a read of that tutorial before posting so that we're all on the same page. :)

You've demonstrated an admirable work ethic & willingness to learn. The problem I'm having is that there's just too much unrelated stuff here that makes critique a bit scatter-shot.

I'd like to see you take one piece or a scene comprising of a few related ones (perhaps something that you struggled with) and bring that to a high level of polish with the help of the board here. 


373
Pixel Art / Re: [c + c] Sheepdog icons
« on: January 01, 2012, 04:34:59 pm »
Great, looking forward to a new game!

I still think there's more you might take from my edit, new expression reads more like taking voyeuristic pleasure in something over the viewer's shoulder more than proud/content :P; the squint, pupils being situated towards the bottom of the eye and 'eyebrows' directly over the eyes contribute to this impression.

The perspective is still a little wonky. I'd move the eyes closer together, snout up and nudge the jaw right as well as give him a full doggy mouth; you've a strange anthropomorphic compromise currently.

there's still room for the greyhound-whupping concept if you were to zoom in.   

374
Pixel Art / Re: [c + c] Sheepdog icons
« on: December 31, 2011, 06:34:42 pm »
Aha! I think I've both played & enjoyed the game in question here, If you'll excuse me playing creepy internet detective a link for those who haven't ;D

All the cards read ok but I think more of a focus on the dog as oppose to the scene would be helpful for consistences sake in the middle card; maybe an action pose/ motion blur would work better.

Colours are a little washed out for my tastes but nice. Regarding achieving a painterly style I'd ditch more 1-px lines and little details in favour of broader strokes & shapes.

I love Border collies! In my edit I moved the nose up a tad considering foreshortening of the muzzel, gave the right side of his face a little more body, made the ears perky to better describe the intended emotion (happy), introduced the green of the background into the shadow of the fur to suggest reflected light, widened the grin and introduced 'superman hair' style blue-gloss. Left it pretty rough to allow for room for your own stylistic mores.

I should really be doing new-years type stuff but I love your understated, meditative games and chiptunes so I hope I can help!  :-*



Edit-forgot some stuff also my colours are bit over-dark/saturated

375
Pixel Art / Re: Title Screen Art
« on: December 30, 2011, 07:56:04 pm »
By orbiting I meant animating the characters to move in a circular motion, retaining their orientation.

I have to echo ptoing's concerns about the AA, The in-game mocks have a lovely aliased charm to them. The rougher version of the titles was more attractive; I also liked the selective outlining in white and more angular qualities.

Are you limiting yourself to 3 base colours?




376
Pixel Art / Re: [WIP] Wasteland Tileset (32x)
« on: December 30, 2011, 07:35:21 pm »
Why not practice working in perspective/ tile variants in context by bringing together the tiles you already have into a mock-up? You've made a good start here and any work put in will benefit future projects as well as your portfolio.

Pistachio has demonstrated a way forward, (OT loads of great, helpful edits lately, keep on being awesome) I think you'd learn more from the pool of collective experience here than any amount of private conversions. People on this forum are interested in your work regardless of whether it will make it into a game! Post questions and you'll get answers  ;D






377
Pixel Art / Re: [C+C]New to pixel art(and this forum)
« on: December 29, 2011, 05:18:18 pm »
Significantly better than my first forays into pixels :y: but more attention could be paid to pixel level stuff.

Great overview of pixel-specific process by the lovely Cure here if you haven't caught this already.

Try cleaning up some of what you've got here already keeping these considerations in mind.  :)

378
Pixel Art / Re: [WIP] Wasteland Tileset (32x)
« on: December 29, 2011, 04:54:02 pm »
A little too much purple for me ;), although it really depends on the rest the environment. The colours were nice before, I meant just a touch of hue shifting in the shadows for a bit more life and perhaps to distinguish your tiles a little more from their inspiration.

Someone could post a nice edit of your cactus but I think you'd benefit more from trying to understand the perspective so that you can complete the rest of your tiles in similar fashion.

I'm assuming you're aiming at standard RPG parallel projection and not 'Mexican on a bicycle' style :P. Start with geometric primitives; cube, cylinder etc. and map your art onto these.



Your cactus is essentially a cylinder so try starting there.


379
Pixel Art Feature Chest / Re: Old Dead Tree PJ Weekly
« on: December 29, 2011, 03:58:50 pm »
This looks quite a bit like a tree :P, what specifically are you having trouble with?

Old, dead wood is often bleached very pale by the sun and exposure to the elements. You could lose bark selectively to sell the idea of it being long dead.

380
Pixel Art / Re: Title Screen Art
« on: December 29, 2011, 03:37:02 pm »
Lovely titles, lovely project. ;D

I think a link to the aforementioned project would help critique.

Conceptually I like the surrounding monsters and I think emphasising the 2D qualities of the characters is a nice choice; all the silhouettes are distinct and interesting, overlap could perhaps detract from that.

I don't really have any suggestions for improvements at this stage but I'd like to see more colours in the final thing. Having the characters orbit the centre of the screen would look nice :)


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