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Messages - PypeBros
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1211
Pixel Art / Re: skeleton character walking
« on: June 26, 2007, 01:29:22 pm »
maybe it's just part of your design, but as i watch it walking, it seems too much "wandering around" for a skeleton...
I'd have expected a skeleton to have a more hesitating walk ... but well, i wouldn't have expected a skeleton to wear a scar either ...

1212
Pixel Art / Re: one of my largest pixel character
« on: June 26, 2007, 07:27:19 am »
Well, i am indeed aware of those changes you mention (eyes style and hair, mostly). They weren't actually intentional, merely a side-effect of my lack of mastering of The Gimp tools.

And now that you point it out, i remind i indeed used brushes rather than true pixel art .. probably that's why the character sometimes looks odd: i'm lacking a common style when drawing it ...
Thanks for your comment ... I'll try to redo it "the way of the pixel" when i'll have a bit more spare time, and will come back for more C&C.

PS: yes, i'm a linux guy who had no idea of what graphic gale was 2 weeks ago, and who still has no idea of what could be a good pixel editor in Linux.

Quote
What do you want to learn pixelart for? do you want to animate? make tiles? perhaps portraits?
To have sprites and blocks for my console games. mockups on my blog may give you a better idea of what kind of stuff i usually do. The character here was an attempt to break the typical 32x32 canvas i work with ... but tools weren't appropriated, obviously.

I'd like to improve my skills on larger area pixel-painting too, to be able to build good-looking backgrounds as well (the kind of thing in the thread "a mockup is growing / a boy is running"). I'm mostly a self-learner so far ...

1213
Pixel Art / one of my largest pixel character
« on: June 26, 2007, 06:19:07 am »


This is a small character i sketched a few years ago and that i then tried to "pixelate" from the scans. Some days i find him cute, some days i find him a mistake.

C&C ?

(scans are here if you wish to compare)

1214
Pixel Art / Re: [WIP]Rpg character UPDATE [WIP]
« on: June 26, 2007, 06:12:54 am »
maybe i'm wrong from the start, but the dark pixels you added near the eyes makes the character definitely a "she" imho.
I'd suggest you drop the black outline for any "internal" pixels (such as breast lines, chin, etc.) Rather pick so very-dark shade of what you're outlining.

Btw, i'm not too sure about his/her pose. legs seems to start a bit too late and the feet are ... weird.
Also, the eyes give the feeling that i'm facing him/her, like if (s)he was looking to the sky expecting some kind of advice from the gods rather than being involved in the action.

1215
Pixel Art / Re: [WIP] Small dragon. Animation.
« on: June 25, 2007, 04:08:25 pm »
the "playing" jump was better without the doggish tong, imho.

(oh, did i mention it is absolutely cute and amazing already ?)

1216
Pixel Art / Re: WIP: character base for sidescroller
« on: June 25, 2007, 04:05:46 pm »
i'd say head = torso = legs is quite usual for cartoony character (it works well for the reference fox, for instance).
Still there's something odd in it. The neck and the head suggests somebody more muscular than the body you pictured.

Either "shrink" is head, or boost his shoulders ...

Considering the proportion you'd like, i would recommend megaman as a posing model for your future tests. Beyond that, thumbs up. That's nice pixeling ^_^

1217
Pixel Art / Re: Tree WIP
« on: June 25, 2007, 03:59:19 pm »
Ok, I've done a bit of work on the bark (ok, re-did it entirely).



Better?


[edit] Eh, well now the crummy light source for the leaves stands out a bit better for me.  :-\

Your trunk is definitely better, imho. There are still odd things with the leaves, but i cannot tell out what. Maybe the feeling that you have just wandered your brush along a dark larger area ...

Btw, you could improve a bit more your trunk (especially near the roots) by having something like light-shaded-light-shaded rather than just light-shaded along the whole tree (which somehow gives the feeling that the trunk is made of two "flat" panels of wood rather than a round trunk)

1218
General Discussion / Re: Pixelling on your DS
« on: June 20, 2007, 11:10:24 am »
Uhm, I guess it all comes to the uses it will have.
If I were to pixel on the DS, I wouldn't really use if for making sprites, but more like a doodle pad where I could finish what I like etc.
But now, having something like Deluxe Paint on the DS would be neat.

hmm. i see. So you'd more feel the use for something like an electronic sketchbook that can sync easily with a full-blown PC picture editor of your choice (for new ideas & stuff, skipping the boring scanning phases)... And maybe coupled with a program more looking like SmooveDS where you could take what you were working on (on your PC) with you and show/edit it while you're in the train, or something alike, right?

1219
General Discussion / Re: Pixelling on your DS
« on: June 19, 2007, 09:38:59 am »
Okay.

I will certainly upgrade my tool to 32x32 and 64x64 edition. I'm not sure the current tool could handle unrestricted canvas size in a practical way. That could certainly be done, but then i would drop my current user interface and orient towards something that would look&feel more like Deluxe Paint IIe (my fav' pixeling tool ever).

But that would be a completely different project. SEDS in DSGameTools is more designed for sprites animation and tile edition in games ... A bit like the "small dragon" study in that other thread. Animating e.g. a Street Fighter character isn't part of my use cases :P

1220
General Discussion / Re: Pixelling on your DS
« on: June 18, 2007, 12:15:11 pm »
Hey there. I'm the author of DSGameTools ...

Since apparently some of the people here are interested in pixeling on the DS, i'd like to ask whether you think 16x16 (or 32x32) editing would still be useful for you, or if "real" pixel artists would rather prefer unrestricted painting on a screenwide surface.

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