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Messages - heyy13
Pages: 1 [2] 3 4 ... 16

11
Pixel Art / Re: Is the lineart looking alright?
« on: September 11, 2016, 11:21:48 am »
You've done so much better! I especially love the yolk. The only con i have is that at 1x1 resolution it looks a bit like a flower due to the shape of the white. It might help it read better if it's a more stereotypical fried egg shape. Otherwise, great! :D

You've improved loads!

12
Pixel Art / Re: [C&C] Knight Climbing Animation
« on: September 11, 2016, 11:19:03 am »
Spend some time on youtube watching videos of people climb ladders. He's missing out on basic ladder safety! His torso moves in an odd way, when climbing a ladder your torso does move, but your hips and shoulders move at counterpoint.

13
Pixel Art / [C+C] Fighter Sprite
« on: September 11, 2016, 11:13:37 am »
Stand alone fighter sprite i'm trying to work out. Never done much figure work at smaller scales. First sprite of this type, have the basic design down, need to figure out how to colour it.

If anyone has any good refs they would be appreciated, tried to google for fighter sprites to emulate the style of but couldn't find very many good references.  ??? (maybe i was doing it wrong)  :P



Will post updates, going to search for refs.

14
Pixel Art / Re: [WIP & C+C] Ragged Knight
« on: August 17, 2016, 03:02:28 am »
Updated w/ Dreadnaught's changes, and added dithering and spear point.


It looks like you worked ontop of dread's edit. Which doesn't help you learn anything and not what edits are for. Also i wouldn't be dithering on this scale. It looks like noise and your update looks worse then dread's edit considering that you worked ontop of his.

Look at what he was trying to tell you about lighting and light sources on fabric.

Try looking at photos of the Tuscan Raiders from starwars episode 1 for real life examples of how cloth like that falls.

EDIT: I hope i didn't discourage you from continuing! I'm looking forward to where this was going.  :(

15
Pixel Art / Re: [WIP & C+C] Demon
« on: August 16, 2016, 08:32:16 am »


Tentaclessss... *sigh* x__x

EDIT: Update. If noone has any advice/feedback i might just call it provided the client is happy. I have done way too much work on this.


16
Pixel Art / Re: [C+C] Sci-fi Armor V2
« on: August 16, 2016, 04:51:39 am »
Looks like a sketch to me. Your line work is extremely messy. Good start, now clean it up! Pay attention to volume and depth and figure out your light source and stick with it. :D

17
Pixel Art / Re: Hello,im new,check my pieces :D
« on: August 16, 2016, 04:46:31 am »
Please post everything at 1x1 resolution. We have auto zooming in the forum that allows for easy zoom.

18
Pixel Art / Re: [WIP & C+C] Male Anatomy ~ Demon
« on: August 15, 2016, 12:08:11 pm »

before you get too concerned with muscles, make sure the bones of the drawing are solid. mostly as long as the pelvis and ribcage are in their proper place, everything else will work out. Once the bones are good, the layering of the muscles makes much more sense, and the drawing will have more weight to it.

Thanks, i really should change the name of this thread. I'm past the anatomy point at this moment. But thankyou for the feedback. :)

Should have another WIP up tomorrow or the day after. Depends how these tentacles go.

19
Pixel Art / Re: [WIP & C+C] Male Anatomy ~ Demon
« on: August 12, 2016, 12:04:53 pm »


Trying to do the tentacles.... They look awful. Going to scrap and start again, i shouldn't be dithering. It's a clash of styles to the rest of it. Not sure how on earth i'm going to shade this.

20
Pixel Art / Re: [WIP]Shading Top Down Environments
« on: August 10, 2016, 09:34:05 am »
Photobucket has a maximum image size (both in terms of dimensions and file size), you may have to upload it in pieces if you can't find an alternative.

I think you need to apply your shadows consistently. Is this a self contained work or for use in a project? Because i can see that that plants with shadows like that will likely have tiling issues unless the shadow is applied as a transparency on top of the tiles directly below. There's a reason most assets are self contained.

Try to keep your light source and detail consistent. Whilst also maintaining readability. Your plants are way more detailed then anything else which creates a visual clash. Try to keep the style consistent. The major issue i have is i'm not 100% sure what is going on in regards to the elevation. You have a gate, with high walls, but the top of the wall seems to have a walkway which continues back? Where does the gate lead? I can't tell the elevation of anything.

Also all your plants appear to be floating.

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