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Messages - .TakaM
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41
Pixel Art / Re: Cave Story GB (WIP)
« on: October 17, 2010, 06:59:58 am »
The actual screen of the gameboy is a limitation you need to consider too.
High contrast and readability is a must given the ghosty nature of the GB screen, it's tough to strike a balance between translating to different hardware while remaining faithful to the original.

Maybe take a swing at a different part of the game?

42
Pixel Art / Re: Round 2: Bonzai-ish tree
« on: October 13, 2010, 10:00:44 am »
You almost never used more than one pixel for AAing, I think it would help a lot if you increased the buffer zones for the AA pixels.

43
Pixel Art / Re: Platform Tile Set
« on: October 08, 2010, 08:04:49 am »
I would advise against doubling the size of the tiles for any reason, especially if you intend on keeping some objects at their regular size like the skull.
It might seem like a small thing but it instantly destroys the universe your pixels live in to me when you break a rule so fundamental to pixels.

Other than that, there isn't much to comment on, sorry if I'm coming off harsh- it's not intended.
There isn't much deliberate detail, the dirt/cliff texture is just 3 tone noise. I think you need to focus more on the textures and detail for these objects, I feel like you're just representing the very basics of video game graphics, which on a level is kind of interesting, but I don't think that's what you're going for.


Again, apologies if I'm being too blunt.

44
Pixel Art / Re: Brock Samson
« on: October 02, 2010, 02:03:53 am »
Looking pretty good, remember your outlines don't need to be one consistent colour, you can have it get lighter in parts to give off the illusion of a thinner line or to imply light effecting it. Same applies for letting parts get darker, it's just something to help pixelart feel a bit less methodical and freer.

Wanna take a swing at any of the other characters?
The monarchs would be pretty neat. :P

45
Pixel Art / Re: Brock Samson
« on: September 25, 2010, 09:59:32 am »
I'd recommend just working with a colour halfway between the outline and the interior for now, that way you don't have to worry about getting the right ratio to your gradient ramps.

If all you're using is mspaint and you want the colour to be absolutely in the middle you can make a small area consisting of the two colours concerned dithered together checkerboard style, then press ctrl+w and change both percentages to 50%. But you shouldn't really worry about getting it to be the exact right shade, as long as it helps make it look smooth it doesn't matter too much.

46
Pixel Art / Re: Brock Samson
« on: September 25, 2010, 09:16:10 am »
You're making good progress but there are a few pixel-sins being commited.
You may not even know it, but what you've done with the outlines on the pants is called "sel-out" (selective outlining), it can work in controlled environments where the sprite will always be up against a specific coloured background but ideally you want your sprite to be as versatile and efficient as possible, which means a more consistent outline is the way to go.

Here you can see the effect when put up against different colours, in some cases the edges are smooth, but in most they are made rougher. The same issue persists with his right shoulder and to a slightly lesser extent- his hair. There are a few spots on his arms where you've broken the outlines with selout but for the most part you've done them well.
I can see you don't quite understand how or why anti aliasing works in pixelart, this should help a little:
Anti aliasing:

Step 1:

Here is a selection from your line art, you need to think about the information that these pixels represent.

Step 2:

Here is roughly the information the above pixels should be trying to convey.
You'll notice that even though the image is still broken into "pixels" the actual detail does not obey the restrictions, this is to accurately represent the information and basically how it should be received.

Step 3:

The image is now obeying the restrictions of the pixels, each pixel that from Step 2 that contained X% one colour and X% another is now those percentages put together.
This is perhaps the best way to sum up anti aliasing.

Step 4:

Cutting down on the colour count, there's no reason to have dozens of colours that are essentially the same.



This isn't the work process for anti aliasing, and the final product isn't ideal. This is just roughly how you should be thinking while anti aliasing.
It's not quite as simple as "adding buffer pixels" you need to know how many, what intervals the ramps may be at, etc, hopefully this has helped with that. :)
You may also want to reconsider the shading on his arms, there isn't much of that in the Venture Bros and what's there is usually part of the character design (Brock's eyes etc,) however- this is your sprite and you should really run with whatever changes you'd like to make; but try to keep it consistent as there's no other shading to speak of at the moment.

Keep up the good work.

47
Pixel Art / Re: Brock Samson
« on: September 23, 2010, 11:32:41 am »
You have the base for a nice sprite, there are some inconsistencies and parts don't capitalize on the Venture Bros style, here's a quick edit:

I spent most of the time on the face, I think it's quite important to get the longer square jaw emphasized and how curly(?) his mullet is, I also changed the legs to be more like the official design, the 70's flair pants kinda take the whole thing in the wrong direction. Everything else is mostly pixel work, you don't need to use black outlines for everything, they can be far too dominating over the details you're trying to convey. Also when using a lighter colour to outline details I don't think you should ever let the line continue to outline that part, it just looks weird.

Ignore what I did to the hands/arms, I don't know what I'm doing there.


You've picked a good source for this, I'd love to see some of the other characters.

48
General Discussion / Re: Official Off-Topic Thread
« on: September 20, 2010, 01:58:36 pm »
Does anyone feel meh at the graphics of Other M? I'll admit I haven't played the game yet but from the screenshots the game looks so... boring compared to the Prime games. Nothing pops out as amazing or breathtaking... or artistic. It all looks so dull. Like I said I haven't played the game, but all my impressions from screenshots are that everything just gives me the feeling of "good enough."
Other M's graphics are quite odd, they look so "videogame" that it feels very sterile.
I enjoyed Other M though, it absolutely has flaws and some pretty big ones at that, but I think it manages to hit a few of the notes that the Prime games didn't even swing at.

The main thing I always feel disappointed with in the Prime games is how Samus feels like a tank.
If she had a sense of agility like in Mirror's Edge and perhaps a similar "edge grabbing" control thing like the Call of Duty games I would be pretty damn happy. The best example of Retro not recognizing how important controlling Samus feels are those stupid little platform edges you can grab in Prime 3, having Samus only be allowed to grab specific parts of specific platforms is already pretty bad, but it just feels so awkward jumping into them and triggering a cutscene of her pulling herself up every time. It wouldn't be as bad if the camera at least stayed inside her helmet, but it changes to a fixed angle so it can completely break the immersion.
Also, you should have been able to see her body when looking down, every FPS should do this ffs.


It's interesting how different people think Metroid games should focus on different aspects in order to be more "Metroid," the atmosphere is probably second to the controls and handling of Samus on my list of priorities.. I don't think I really care that much about how linear or story driven they are.


edit-
I have not pixelled anything in ages, at least I still feel disappointed knowing that.. I'll try to be more active here again.
btw Ptoing, did anything ever come of that U-head concept?

49
General Discussion / Re: Official Off-Topic Thread
« on: June 23, 2010, 11:21:32 am »
Friends! A new and glorious season of Futurama has started!

50
General Discussion / Re: Official Off-Topic Thread
« on: June 18, 2010, 02:09:46 am »
You guys seen Paul Robertson is behind the graphics for the upcoming Scott Pilgrim game?
http://www.gametrailers.com/video/e3-2010-scott-pilgrim/101459

Looks pretty neat.

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