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Messages - Hase
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21
General Discussion / Re: The Official Pixelopolis OT-Creativity Thread
« on: November 22, 2005, 12:54:16 pm »
Yup. Our prop girl made a couple of different versions until she was pleased with the look.

22
General Discussion / Re: The Official Pixelopolis OT-Creativity Thread
« on: November 22, 2005, 11:13:17 am »
naturally the nose is cut off before the plate is screwed on. ;)

(the prop that we used was a bit more spaceous, and the actor apparently had a bendy nose) :)

23
Pixel Art / Re: *Warning for nudity*
« on: November 22, 2005, 03:32:35 am »
eh..scuba steve, thatīs not quite the ideal illustration for what you wrote. those are pretty obviously fake.

for getting the shape right, try imagining an arrow from the opposite collarbone (right where it meets the scapula) through the mid-point of the sternum. the breast will curve the most towards the part where the arrow is pointing (hope thatīs clear).

24
Pixel Art / Re: Hase's Stuff redux thread (image heavy)
« on: November 21, 2005, 07:09:31 pm »
Thanks for the praise! This one was one of the last (if not the last) of the sprites done for the old zombie shooter, as far as I recall I started out with an animated sketch which I then overlaid with the individual segments. Then, some more fiddling around and merging the segments for final touch-up. Since only the segments were pre-fab and not the whole creture (like the guy with the gun from the high-res version) there was more actual pixel painting per frame, as well as a bit more freedom with movements. The downside of this of course is that it takes longer.
The near-final version didnīt look nearly as good though, the slightly asynchronous movement was there from the start though (I think). There isnīt all that much to it, I think that the arms and legs move pretty much mirrored. What probably adds to the effect that the arm movements, head movements and torso movements donīt conform to the usual 1-2 pace and are slightly out of synch with each other, and that the head for example moves with the full 2-step cycle, not each step.
The whole thing really got alive only when I added some upper body movement, before that it had the typical "walk-on-rails" look you so often see. The downside was that the breathing animation was pretty much lost - that was much better visible before.
I did plan to go over all the frames again and clean them up a bit but somehow I never got round to it...

I might have a few work in progress shots somewhere on an old hd if youīre interested.

25
General Discussion / Re: The Official Pixelopolis OT-Creativity Thread
« on: November 21, 2005, 06:54:31 pm »
(old, old) character concepts for a film I was involved with:




26
Pixel Art / Re: Hase's Stuff redux thread (image heavy)
« on: November 16, 2005, 09:04:52 am »
thanks! The zombie game isnīt up anymore as far as I can tell, but I can look into it. Then again, it wasnīt that good anyways...

always used this nick I think.

yeah, the f-u thread was fun, but ultimately misunderstood despite my explanations.

27
Pixel Art / Re: *Warning for nudity*
« on: November 16, 2005, 08:55:37 am »
I think the face might do with a bit more definition and contrast, especially since the eyes and eyebrows are so strong. The breasts seem a bit too high up and perky, might be that that was intentional.
The scene will need a lot more contrast, especially since the transition from water to sky is pretty much fluent right now. Iīd either use some highlighting, or gradients for the sky. Again, more saturation would be good I think.

28
Pixel Art / Re: underwater fighter
« on: November 16, 2005, 08:49:10 am »
really cute. makes me want to do more shmups. good point about the color. I think you could enhance the underwater effect if you worked a bit more with the outlines - maybe use it to simulate current, or strengthen the effect of the bubbles that come out of the jets?

29
Pixel Art / Re: Samurai
« on: November 16, 2005, 08:44:39 am »
I agree about the arm, another thing is the general stance - seems to me that the upper body is bent a bit too far forward, I think such a stance would mean heīs about to topple over.
other than that - looks good. looking forward to what you make of the second figure

30
Pixel Art / Hase's Stuff redux thread (image heavy)
« on: November 14, 2005, 07:15:34 pm »
Well, here it is. In no particular order, this is a lot of the old stuff. Unfortunately I havenīt had much (if any) time to pixel anything over the last year or so, so nothing here is new.

A lot of stuff Iīm rather unhappy with from a current perspective, but I guess thatīs normal...

here goes:

Zombies:
These were made for two different zombie-shooter games, one of which was finished in 2004 (shockwave), the other of which is pretty much dormant due to all of the participants having jobs, lives and whatnot. Iīd really like to get back to it some day and finish it (it was near-alpha, sprites were moving, all the hardware accelerated stuff was working, there was a model assembler for sprites with multiple segments and joints, even a quasi-IK animation editor), but thatīs not going to happen before spring next year, if ever.

Player characters:

walk cycle and liftoff (butterfly wings were going to be done in 3d)


walk cycle mockup (the final was to consist of a bunch of different segments)


weapon sortiment (there are hands&reload animations for this somewhere ... )


a few zombies:



mockup of the first boss:


some even older stuff (for the shockwave game):



smartbomb:




props:



this is some random stuff, sketches etc. in no particular order:


i remember this one caused quite a stir..


and lighter sword version

something i played with but messed up in the end:


Since then I havenīt really pixelled anything, although I did manage to do a quick sketch now and then. Itīs probably not pixel art by most of your standards, but here goes anyway:




well, thatīs it for now...

I know itīs stale art, but still C&C always appreciated.

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