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Messages - A2J2TIWARI
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181
Pixel Art Feature Chest / Re: Rock Monster
« on: June 26, 2012, 04:16:51 am »
to add further to Cyangmou's great example, if you should wish to push it one step further, and reinforce the depth with both colour and foreshortening, like most things in art you can enhance certain aspects by exaggerating them, use the above method as a base to get the form in the aspect, then add some exaggeration and colour cues to push the depth and 3-Dimensionality of the object.

another thing to think about is symmetry, it can be used to make things faster, and it also has some benefits in making things look cheap and less organic, but there are benefits to be had from it, and if you fuse the two methods sometimes the end result can be better than rendering both sides on your own, for example working it until it looks just right proportionately with symmetry, and then adding asymmetry afterwards, things that don't work with pure symmetry are side lighting and every type of secondary lighting besides back lighting (or it becomes at least triple lighting(an identical light source from both angles, which in all honestly does not look very natural at all))

Edit to illustrate some things:

-you'll notice a side effect of the projection is that the scale changes
-blue and cyan on the base is to indicate a possible approach to emphasising the highest points to reinforce depth.
-heads (poorly) illustrated the effect of tilt, which makes you consider another factor 'what angle are certain features at?'
-A is an edit using some methods to reinforce the depth a bit. B,C,D are all variations on symmetry which some of which have a more cohesive aesthetic, and could be used to base an asymmetric version off. of which factors worth paying the most attention to are: off centre lighting and possible secondary side light source, of course in the context of a game secondary lightsources increase the workload, to do convincingly you can't just simply mirror the horizontal stands and walk cycles, unless you cheat and omit any secondary light source from the side views, which will reduce the consistency of the sprites themselves.but just remember there are various ways to convey depth not just implied foreshortening with colour.


yes to some degree it very much dependant on the style of your graphics and the level of depth you wish to incorporate.

I will however add that most games that use rather flat projection (which is a necessary in tile based games, there is no escaping 2D, only hiding it and doing your best to imply a 3 dimension), try to avoid the orthographic flatness in the games sprites and objects even more so by adding more depth than simply getting the overhead angle exactly right. and it may represent what you want, but it won't convey it's height from the terrain as much as it could, often it is much more effective to break this in various parts
depth of course can and should be added to everything even grass is taller than the ground plane and good games even add depth to that, unless you are doing flat ground intentionally.
rather rushed and not entirely conclusive example:


on the right are some quick examples of how even with the right shape you can make things look flat without taking the right approach (the noticeably flatter attempts are marked in yellow)
value, colour, even shadows can be employed to make the depth more noticeable.

well probably laden with mistakes I'm having trouble managing my time and am rather busy, so feel free to chime in if you believe anything is incredibly wrong or not elaborated/articulated correctly, as the subject is reasonably advanced and there is no real perfect formula or method. but awareness is one step in the right direction

Thanks a lot for this awesome reply! This helped me a lot! First I did some cool textures on one side and then copy-pasted it; tried to combine methods of symmetry and asymmetry. Then saw your edits and then tried to add depth fix some problems that I saw.

Here is the piece:

EDIT:

Sorry for the delay.

Thanks a lot for help!

C and C welcome.

182
Pixel Art Feature Chest / Re: Rock Monster
« on: June 19, 2012, 03:47:38 pm »
Cyangmou, thanks for that tutorial. I used it this time! Last time I couldn't understand it but this time I paid attention to it and found it as extremely helpful technique!

Here is what I made looking at that tutorial and your edits:


If you think that the perspective is right now, I'll make this piece 64*64 and clean the lines.

Also the problem I find atm is about shading rock textures.

Thanks you all!

183
Pixel Art Feature Chest / Re: Grimoire - Art C&C
« on: June 18, 2012, 01:24:07 pm »
This looks lovely so far! I hope this will turn out to be perfect, Mr. Perfectionist!

184
Pixel Art Feature Chest / Re: Rock Monster
« on: June 17, 2012, 04:55:53 pm »
Thanks a lot for your comments!

I tried to implement what you all said.



I didn't shade it completely because I wanted to show what I did and then if it came out okay, I'll complete the shading process.

Thanking everyone who commented!

185
Pixel Art Feature Chest / Re: Rock Monster
« on: June 17, 2012, 08:14:33 am »
I am so sorry that I forgot to mention the perspective. I tried to use 3/4 perspective and this is how I tried to make it:



Thanks for the reply Seiseki. I see how you've gien the depth to that rock creature of yours.

186
Pixel Art Feature Chest / GR#104 - Rock Monster - RPG Projection
« on: June 17, 2012, 05:47:43 am »
Hello everyone!

This is a rock monster I made:


It's supposed to look like this:
http://www.husvankempen.de/nunn/archiv/fantasy/logos/ErdelementLev3.jpg

Tell me what you think.

C and C welcome!

Thanking everyone in advance.

~Ultimate

187
Job offers / Re: [PAID] 2d Artist for ORPG
« on: June 16, 2012, 01:11:30 pm »
Sir I had messaged you on your email but you didn't reply.

188
Pixel Art / Re: Help with a Tree
« on: June 13, 2012, 01:52:01 pm »
Here is the update:

Well to me these leaves look a lot like fruits, also I see there is lack to texture. How can I fix the two problems I see in this tree I made?

Thanking everyone once again!


189
Pixel Art / Re: Help with a Tree
« on: June 11, 2012, 06:19:22 am »
This is the tree I made using Cyangmou and Slym's tutorial.



Thanks a lot to everyone!

190
Pixel Art / Re: Help with a Tree
« on: June 10, 2012, 10:11:43 am »
Thanks a lot Cyangmou, this tutorial helped me a lot!

But still I find it very hard to create those leafy textures you created.

This is what I made:



Thanks again for  help!

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