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Messages - Arachne
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51
Pixel Art / Re: WIP - Ripley remake from Alien 3 for GB
« on: September 28, 2009, 05:41:20 pm »
To me, she reads like generic tough guy in both versions. The main problem I see with the face is the prominent eyebrows. I'd tone down the shading on the face as much as possible to make the facial features look softer and more feminine.



I gave her a larger forehead, smaller feet, longer legs, larger chest and changed the pose a bit. If you look at what she's wearing in the movie, it's all brownish colors, so I changed that as well. I hope that's taking it in the right direction. :)

52
Pixel Art / Re: (WIP) Help with girl sprite
« on: September 09, 2009, 10:15:05 pm »

I approve of these colors. ;D



I wanted to try a slightly different take on it, since I thought the head of your edit would better match someone more ordinary. Then I tried a different style, and I think it made a lot of difference. I don't think the nearest arm quite fits the pose, though.

Of course, I don't know what sort of character she is or what sort of game it's going to be, but I'm assuming it's not going to be terribly realistic. It would be interesting to know, though. :)

53
Pixel Art / Re: Monster Girl
« on: June 25, 2009, 07:55:49 pm »
I think it needs a bit more space at the top and bottom as well, since it still looks a bit cramped. You can also make the mushrooms form a more dynamic pattern. Having everything line up like that makes it look static.

You also have some banding in there.

You can cut down on the colors quite a bit and still end up with a nice and smooth image by eliminating similar colors and constructing color ramps that can share colors for anti-aliasing. Try to replace a color with similar colors. If there's little change, you have one less color to worry about. You can also replace two similar colors with a mix of the two if the difference is too great.

For the anti-aliasing, you can try to pick a color that almost fits in between two others and then adjust it or the other colors so that it fits. It's easier if you keep the ramps visible in a part of the image so you can see how everything fits together. That way, you won't end up adjusting a color in one place and ruining the anti-aliasing elsewhere.

Also, whenever you have large areas of a single color, you can mix other colors in there to break up the monotony.



I circled the girl with mushrooms to make it a bit more obvious that she's the center of attention. I also made her turn slightly so that the pose is a bit less symmetrical and more interesting. I also ended up toning down the shadows on the mushrooms a bit and darkened the stems surrounding her to lower the contrast of the background and make her stand out more. I've used 18 colors.

Hope that'll give you some ideas. :)

54
Pixel Art / Re: RPG bases D:
« on: June 18, 2009, 07:06:40 pm »


That does look better. I want to stick with the grid I have now for the sake of simplicity, but I'll think about adding some shadows.



Here are the wall and door tiles so far.

55
Challenges & Activities / Re: Hexquisite Corpse Suggestion Thread
« on: June 12, 2009, 06:05:24 pm »
More themes: outer space, underwater, nightmare creatures, anthropomorphized inert objects, flight, anachronism. :D

56
Pixel Art / Re: RPG bases D:
« on: June 11, 2009, 10:49:49 pm »
The poses look ok to me, except the left legs.

Edit:



I think that balanced it out. Changed the left calve and the foot position. The calve was too thick compared to the other one.

Those are some nice icons. Good detail on the window edges. I also like the wood but I think you got a little crazy with the purple / red.

Seems you have a way of slipping in bright contrasting colors everywhere. Its gutsy but in some places I don't think it works well. An example would be on the portraits. The lady's skin looks like a bronze and her hair looks like a bad quality wig.

Yeah, that looks better. I'm not sure I like using straight lines for the legs, but at this size I couldn't get curves to look very good, either. :(

I spent the first couple of months working on this with broken monitors, so the palette has been through a lot. Initially, I tried to mix the colors up a bit for variation, but it looked better on a low-contrast display.

amazing job man,
but WTH ! too gloomful colors </3

The background was originally a neutral gray, but the second monitor I used shifted everything towards blue. I liked the colder look, so I kept it. I thought it fit the world I was designing, since it's not supposed to be a happy place.



Some minor anatomy tweaks.  I made the ear larger to fit better with the long face.  The eye area (brow, eyeball, cheek) was rather flat looking, so I enhanced up the depth differences.  This also meant minor tweaks to the profile on the shadowed side.

I didn't alter the hair or lips, and the eyebrow on our right still needs to be adjusted down a bit.  It's a tad distorted.

I wanted to avoid the application of dithering to the skin, since I think the texture ends up being too grainy with this palette. Also, notice the banding effect you get by placing the brightest colors in two checkerboard patterns together. It'll look better if you put the darkest pixels in one pattern next to the brightest pixels in the other.

What your female figure seems to lack is hip and shoulder rotation. Putting the right leg more in the center kind of requires the hip to raise on the right as well, creating a curve through the spine leaving the shoulders in the opposite angle. Perhaps you know the term 'Contraposto' and that then describes much more to you than my previous explanation, make use of that.

Oh, I hadn't thought about that. Thanks, I'll give it a try. :)

Perspective is all over the place. The characters are front view except for the feet. The vanishing points in the furniture does not work at all. The cupboard is again front view. The floors look like top view. It's not making any sense.

Can you try to explain the perspective you're going for?

Maybe perspective wasn't the right word for it. :lol: I came up with a bunch of restrictions to make the project easier for me to finish. There would be grid-based movement, no animated sprites, only one sprite per tile, no separate tiles for doors or walls, etc. I guess a completely top-down perspective would have made more sense, but I was worried that it would make things less recognizable. I also thought a complete lack of perspective would have made it look flat, and I thought trying something new would be a fun experiment. It has grown on me, maybe because I've been working on it for so long, but I can see how the effect can be a bit jarring. It wouldn't be the first game to strangely mix perspectives, though, so I'm not sure what the difference is between what works and what doesn't.



I desaturated some of the colors a little, gave Winter a longer ear and more color, changed the eyes, jaw and nose. Still not happy with it, but she looks a bit more human now. I'll work on Alden's portrait later.

57
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 08, 2009, 04:11:41 pm »
74! :D

Done

58
Pixel Art / RPG bases D:
« on: June 08, 2009, 03:00:21 pm »
I've been trying to make some RPG bases in a realistic style, but I can't seem to get them to look right. Instead, they look stiff and awkward. I tried to move the woman's right leg (our left) more to the center, but I think it'll take more than that to make her look balanced.



They're meant to be displayed against darker backgrounds, but I might tone down the AA against the outlines a bit.



Here's a mockup showing the perspective I'm going for. I plan to redraw Alden's robe, and I have trouble with shoes. Well, feet in general, and especially at this size. :'(

I've written more about the project at TIGSource.

59
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 04, 2009, 05:56:35 pm »
32 ;D
Finished!

60
General Discussion / Re: Official Off-Topic Thread
« on: May 27, 2009, 09:21:34 pm »
Maybe this book will be of use?

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