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61
Pixel Art Feature Chest / Re: Erde mock-ups ||||Updated Portrait||||
« on: January 12, 2014, 05:22:59 pm »
Worth the time, imo! looks great; much better structure and lighting, and lovely and smooth. Does look older to me.

The leather? collar and breastplate seem a bit aimlessly textured/patchy against the form, I'd flatten some of that out myself, or find a nice ref for something more specific.


62
I was gonna say the same as Milokey on hair; less finicky outlines and compartmentalised rendering, more broad massing and suggestion, on saying that the rocks you've got here go the opposite direction and look ace. I'd try switching out more outlines for mass + highlight to combat the pillow though, I sketched something more symmetrical on a whim, not sure ‘bout that.

The portrait is quite stylised so I'm not sure exactly what you want but the neck is pretty thin, the ear large and quite far out; kinda pixie/elflike. The only shadow currently is around the brow which kind of gives the impression of a concave face, I’d define the nose and cheek more, also looks really young here, idk if intentional but I aged her out a bit too by rounding out the chin and adjusting a few proportions; a little smaller up top generally.



Love the tilework, specially the new caves :y: I think if you keep the detail down elsewhere from the rocks those'll be gorgeous.

63
Pixel Art / Re: Undead Alchemist
« on: January 08, 2014, 03:35:43 pm »
I think the aura is cool but is he sat at a table? If so I'd light that too 'cos it looks a bit like a floating torso. Good call on the new hands, much more engaged.

This is potentially pretty nice but the lighting is really confusing me atm; contrast-wise the lightsource is was darker than the lit surface and the ‘darks’ themselves no real value change, the lightest material colours are blues from a warm source which you'd expect to be neutralised somewhat, and as mentioned the overall direction is a bit unclear.


64
Pixel Art Feature Chest / Re: [WIP] Undead monster 1
« on: December 16, 2013, 05:26:52 pm »
I don't have a problem with your monstanatomy; I just googled 'obese man' and really, it's hard to tell just so long as everything seems to originate from around the round place. Perhaps I would taper the arms more gradually though, so you get that nice bingowing thing and probably introduce that sorta cleft that that can form around the navel.

Your shading could definitely be improved though; you're almost treating light and shadow as equal and opposite on top of a base colour which makes stuff look more embossed, as in shallow relief, than truly 3D. I see you have already indicated a light-source, but I'd sketch that in 3D as well as keeping a lit sphere on the side for immediate ref. I usually start by making a clear statement light/shadow and from there interpolate edges for curves and bring out highlights on peaks and hollows.

Your metals don't read well 'cos they lack contrast; being reflective they can be brighter than any matte object 'cos they're acting like a mini light-source, and then abruptly as dark as anything else. The goo being slick and wet, I indicated with highlights also. The ball things under the nipples I think might be eyeballs but I originally thought of the anti-grav 'suspensors' from the Dune series which could be cool given he seems quite precarious on those feet-nubs, maybe the extra leg would sort that? I envisioned him as being amputated at the thighs as well though :wah:.



MvC?

65
Alright, sweet!

It is very tempting to obsessively refine everything into a sort of detail soup sometimes; round off every corner, granular texture everywhere etc. I don’t think you’re having much issue on that actually; you needn't go as angular as I did there, but shape/contrast should be bearing more weight than detail/texture.

I think to be really organic = some element of randomisation, ceding control and losing definition a bit. Having fun with limited tiles is a great way to do that in pixels, can give really pleasing semi-ordered textures, variations on a theme.   

66
Hullo, love the ideas, assuredly not terrible execution, looks rather good so far :y:, few thoughts:

The sky: makes everything in scene pretty warm, which kinda makes sense, but more grey would be nice for variety and to serve as ‘cools’ by contrast.

Quite flat rendering but I think that works well stylistically. Looks like you’re doing mostly 2 colours per material too (which I really like) so I’d concentrate on strong silhouettes first; bigger, amplified shapes, as otherworldly as you like (your tree is nice but a tad shapeless as a whole) and lotsa semi-abstract textural variety to suggest that organic detail.

Readability on the character: I’m thinking that’s a conical hat and scarf round the face maybe with a backpack? not sure, but it took me a while to figure out where the head was, could work better in motion on different backgrounds but flat yellow hat on similar bg is a problem, particularly when the face is not obvious. I’d try outlining the hat or just making well sure the char. palette is contrasting well if you want to stick to the same flats idea as the environment.

Example, still ruff:


67
Pixel Art / Re: (WIP) Newbie Trying To Pixel An Island
« on: October 22, 2013, 06:55:36 pm »
I don't disagree with the idea that orthographic projection would work ok, but for over a week in this thread basic perspective is what has been discussed and misunderstood.

Whichever way the projection is handled the issue of construction and consistency is still there.

but what exactly do you mean by making more 3D shapes?
I'm not sure how to rephrase any clearer? I mean beyond those I've already drawn, using the existing guidelines (specifically the ellipse, which will near enough consistent throughout) to figure out how things like the mushrooms would look from the same angle instead of drawing them without depth, as from the side. The difference might seem subtle but it's a fundamentally important way of thinking about space. 

68
Pixel Art / Re: (WIP) Newbie Trying To Pixel An Island
« on: October 21, 2013, 11:42:18 pm »
Ok, workings aside, what you have seems consistent except those centre lines are a way off (they should be pointing towards the middle of the circle)

Can you add additional 3D forms into the scene; like a cylinder and dome for a mushroom, a cuboid for a skyscraper? 


69
Pixel Art / Re: (WIP) Newbie Trying To Pixel An Island
« on: October 21, 2013, 01:46:36 am »
What use are the guides if you guess them too? What are they guiding along?

Looking at photos is no help at all to the geometry of your island's footprint.

perspective = converging parallels. Where are your parallels?


70
Pixel Art / Re: (WIP) Newbie Trying To Pixel An Island
« on: October 20, 2013, 08:52:15 pm »
How did you work out the placement of those lines? How do they relate to the objects (mushrooms, buildings) you want to place?

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