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41
Pixel Art Feature Chest / Re: Creature from Hell.
« on: February 03, 2014, 11:13:11 pm »
This is a pretty fun little monster, I might have gone a bit overboard playing with it, a bit beholder-y, anyhow:

Your colours were kinda monotone (at least more particularly in v2 which I had saved to work on :P); as long as you keep the local colour (as uninfluenced by lighting) around the middle of the ramp you can retain the impression of it being red…without everything being red. I desaturated my lows ‘cos less light = less colour and moved towards yellow in the highs ‘cos that’s a nice fiery look, and so they don’t have to be ultra-saturated in order to contrast (yellow being inherently lighter than red) while adding white would lose colour identity and look drab.

I think the issue with detail is as much the bit shapeless/awkward monster design as lack of space for relevant stuff. I dunno how the painted ref. is related to what you’re doing but it leans quite heavily on those omni-rimlights to be understood which I think would be a major pain as an animated sprite, the tentacle-things flatten/unbalances stuff in their current position (also tangent on the farmost) and the yellow wing tips distract from the glowing mouth; are they glowing too?

Gotta reiterate quickly what’s been said on form already; looks like you’re flood filling black linework rather than shading and I’m sure this has been mentioned before for stuff you've posted. You could really do with practising simple volumes/contrasts without lines and sketch stuff out as rough geometric primitives (boxes, spheres) before starting details or specifics.


42
Pixel Art Feature Chest / Re: Problems with perception of level space.
« on: February 03, 2014, 12:31:25 am »
Looks cool, the chunky boss in particular. I think his 'arms' aren't very clear though; it's hard to tell what kind of form those are and how they overlap the lip of the walkway, more contrast front to top surface is what I'd do and tile/sprite differentiation is always useful.

Reading the title and skimming I actually thought the flying saucer dude was the one with more spacial weirdness; it looks like it's angled up from the floor (can flying saucers do wheelies?) All the squares on the floor say no foreshortening while the ellipse on the saucer is pretty shallow, if you projected up from the full plan (straight squares/circles) it would look more consistent.


43
I meant to give the 'linkage' threads an update/prune ages ago actually :-[, I'll go make a start on culling all the dead links and then maybe we could do with a bunch of new suggestions, maybe more internal links to preserve quality crits like someone was asking earlier.

Thanks for everything Helm!

44
Pixel Art / Re: A gnome piece I need improvements on! Please help! :)
« on: January 22, 2014, 11:50:20 pm »
Quote
But I was trying to avoid using different color of shades but I'm sure you just did that for the funs.
well you didn't actually mention that but I do like the flats myself.

Aggressive gnomes! Sleeping rough at the bottom of the garden for so long can take it's toll. The beard being so off centre looks a bit like it's being held there, or else picked up by the wind (although the hat's going the other way), I can see why you did it 'cos it'd obscure his front, but maybe there's another solution, I did a mid-motion thing.

Shouldn't the sack be the traditional red handkerchief bundle-on-a-stick?


45
Pixel Art / Re: Line art help
« on: January 22, 2014, 02:41:40 am »
np

er yeah, looks pretty off-balance is the first thing I'd change, a lot of people including me skew unconsciously so flipping the image to get a fresh reference point is a good idea, Mathias mentioned arm length.

On creating line art I'm not sure what you're having issue with; is this intended as a guide for a fully rendered image or a polished standalone thing?

46
Pixel Art / Re: Line art help
« on: January 22, 2014, 02:27:51 am »
Hah. Rookie mistake, bromes.

Use this:
Code: [Select]
[img]http://i.imgur.com/pC6JPT9.png[/img]

ha, beatcha

47
Pixel Art Feature Chest / Re: Snake Curses [C+C]
« on: January 22, 2014, 01:36:06 am »
You could just do a cutoff on the trunks if you wanted free scrolling, like a blacked out cross-section.

Bush texture does look good, volume on repetitive organic stuff like that is always hard but flattening out interiors more lets you define the mass of the bush rather than of so many leaves; that's pretty much my boilerplate advice but it's always helped when I find myself getting lost in the details.   

I'd try something a bit more distinctive/decorative for the fallen leaves, maybe like a maple. Could look atmospheric falling around about as well. Example here with scene colours, you could probably define drifts/piles more too. Tiling wise I'd go for a gradient transition rather than a full set of border/edging tiles; it's a bit more versatile, can look pretty organic.

Looking ace overall!


48
Pixel Art Feature Chest / Re: Castle of the Winds
« on: January 19, 2014, 02:33:38 am »
Haven’t had much time to work on these, but I did start on a few things including the skintone. I think the dither harmonises better when used over the whole material rather than as an intermediate, and I realised I might as well just shade with the light grey! The guy especially was pretty flat before and hopefully this goes some way to helping on the bg contrast front too; my only concern is that some things elsewhere are going to be stuck shaded only with black and I would like keep things more or less consistent. It seems like the answer to wrangling a lot of these odd colours is to stick a bunch of grey in there, I think I will hold on to the original palette anyway.   



Some new ones, mostly pretty early stages, any ideas welcome:



49
2D & 3D / Re: Idyllic icons
« on: January 16, 2014, 10:11:52 pm »
>Interesting that the text seems more legible, since the structure is identical and only the aspect ratio changed
I guess there's now a definite major and minor axis to each letter; easier to partition.

Lines are a little wobbly, if you're sticking with mostly graphic shapes now I'd use a single bézier curve for each line; the fallible human touch isn't really adding anything :P. Demoscene wise, by posting in here I was thinking you were intending to ramp up the colours and rendering quite a bit; graffiti-style text effects and such seem rather to benefit from that mindset anyhow.

50
hm, just rereading: 'Has the protagonist a split personality disorder?' was referencing (facetiously) having a single char. named 'Trio'; thought that could be a device that could be leveraged in the titles or wherever. Sounded way harsh, sorry.

I'm all for a bit more liberal musical restrictions ;)


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