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Messages - 32
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21
Pixel Art / Re: Light Elemental Boss
« on: August 13, 2018, 09:14:00 am »
Not a good sign that you're finding it so hard to read. I can definitely see how it's difficult to pick up on first glance. Definitely hoping animation will assist me to a degree but I don't want to rely on it. Essentially the idea is that it is a woman made of light, suspended in a type of mech suit. Her arms go into the front arms of the mech, while the rear arms are attached on her back. Unfortunately don't have any art of this exact design other than this as I tweaked it a bit to fit everything into the pixels but here is a bit of progress and a shot without the mech suit that might help to see what's supposed to be going on.


22
Pixel Art / Light Elemental Boss
« on: August 13, 2018, 08:01:53 am »


This is a boss for the project I've been working on. It was difficult to get it to appear that she is glowing in the limits of the style, which is mostly concerned with being easy to animate. Especially the way in which she lights the non glowing aspects of the design has given me trouble. The large grey pieces of armour I wanted to look like stone but I wasn't able to come up with a satisfying way to render them. It is intended to be shown on a fairly dark background, mid tones and darker. The effect on her back is meant to look like a glowing beam of light. As she fights these beams would solidify into metal spikes which she would then throw as part of the battle design.

Any thoughts are welcome! I may not be able to implement all critiques on style for this character as there is existing art to match but any comments about how I can improve are appreciated  ;D

Edit: It occurs to me that the second set of arms may be difficult to read. I should definitely come up with a better idle pose for her. That's what those lower dark orange parts are if anyone can't tell.

23
Pixel Art / Re: Here goes a little robot guy
« on: August 13, 2018, 05:56:32 am »


A simple trick for drawing cubes (or any shape, really, once you wrap your head around it) from arbitrary angles, is to draw the object from the angle which has the axis of rotation (imagine you're twisting the object on a stick, whatever direction the stick is pointing is the angle you should draw) and just use the rotate tool to put it on the correct angle, and then you can project the lines across and voila you know where important landmarks are. This is especially useful in animation!


24
General Discussion / Re: Community updates
« on: August 13, 2018, 01:27:42 am »
I'm very glad to hear the discussion in here. I'm not sure what happened in the chats recently, I was somewhat active on slack early on but I felt that it was not pixelation. It was just a way to chat with other community members, which I think we have plenty of options for. That doesn't need to be pixelation or tied directly to it.

I don't have many thoughts about a new format, my main concern from the chat format and twitter is losing self contained threads. Hopefully mastadon is better for that than twitter but I think the beauty of the forum is to have a special self contained discussion that's just about your piece of art and people helping you with it. I think that is a powerful thing that makes people want to participate in this community.

I really appreciated the art and critique focussed nature of the forum, I never needed to know anyone personally in order to feel welcome enough to ask for help. Whereas I would feel less comfortable in a more socially focussed environment. I really feel that divorcing pixelation from the idea of any kind of general chat is important. We have twitter and discord for that now. I also felt that the relaxing of the no one liners rule was eating away a bit at the community, maybe that's just me though.

Like most of us I've been swamped with work and life of late so it's been difficult to find time for the posting on the forum but I'm going to do my best to follow Helm's lead on that and get involved again. I think in addition to helping new users maybe the more experienced artists should commit to posting personal work here for critique too. I know most of us probably feel that asking for critique would slow us down these days (thanks very much to learning how to have a critical eye from pixelation!) but one of the big draws for me was seeing that amazing artwork, the process of how it was created, and how being critical is valuable for artists at every level.

I'd also just like to echo Helm in saying I appreciate eishiya's continued commitment to providing quality critiques :-*


25
I think having the wall of the tile change brightness is not looking so good. I would consider just having the top surface of the object change brightness depending on height. At the very least you'll want to aim for a smoother gradient, the striation is making it look like the back walls for example are stairs.

I would be looking very hard at shadows and different angles to cast them at. I think having them be slightly diagonal rather than directly below and object will help a lot, so walls and other grounded objects can still indicate how tall they are. The main thing is going to be level design though, if you don't get to complicated about your level layouts I don't foresee there being too many issues, if you're trying to get full 3d gameplay just make a 3d game.

26
Portfolios / Re: Angus Doolan- Artist, Animator
« on: May 01, 2018, 11:20:39 am »
Added some new things. Currently seeking new work  :D

27
Pixel Art / Re: Orphaned assets dump
« on: March 20, 2018, 01:05:40 am »
These are absolutely gorgeous, the character design and colours  :'(

28
Portfolios / Re: Angus Doolan- Artist, Animator
« on: February 19, 2018, 10:28:03 pm »
Updated with some new stuff. Looking for work, get in touch :)

29
Portfolios / Re: Angus Doolan- Artist, Animator
« on: January 05, 2018, 06:16:52 am »
Hey guys! Looking for new work, get in touch! Can't wait to hear what everyone's making in the new year  :D

30
Portfolios / Re: Angus Doolan- Artist, Animator
« on: December 14, 2017, 11:28:53 pm »
Available for more work  :-*

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