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Messages - Ichigo Jam
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Pixel Art / Re: Help! Helping myself part one: Tiles
« on: February 13, 2008, 03:24:39 pm »
The brightest colour on the grass seems out of place (this is mostly noticeable with 2x or higher zoom); the second brightest colour is quite a yellowy-green, but the brightest colour is pure, hyper-saturated green. I think it would looks better with a more consistent hue ramp, so the colours are more yellow as they get lighter.
Oh, and probably lower the saturation of the palette in general a little, particularly on the darker colours.
Here's my try at a palette change:

Pixel Art / Re: Period piece: Panzers on the prowl WIP
« on: November 19, 2007, 05:30:15 pm »
1 and 2 point perspective are really very similar from a technical viewpoint - if you're having trouble getting your head round 1-point, I doubt 2-point is going to be any easier for you.
But I suggest not trying to make a big, complex piece as your first attempt at perspective.
Instead of that, I would suggest that you practice drawing simple cubes in perspective (both 1 and 2 point) - really quick sketches without worrying about neatness, just to practice the rules. (Do both 1 and 2 point, to get a feel for how they're different.) You can always return to the big piece when you're more comfortable with the basics.
Oh, and look at photographs of buildings; look at the outlines and the way parallel lines behave in 3D; try copying them (by eye, not tracing) to get a feel for it.

Pixel Art / Re: Period piece: Panzers on the prowl WIP
« on: November 19, 2007, 03:30:14 pm »
Okay folks, here goes nothing.  This is what I have been working on for a bit.  I appriciate the site links, etc.  I even googled more for help.  It is still really hard working at this perspective.  Enjoy and feel free to correct me before its too late.  LOL.

One thing that concerns me with your picture (other than the dark grey beams, which TrevoriuS pointed out) is the red vertical lines on the left-hand side. They are regularly spaced in terms of 2D, but that makes them non-regular in 3D - the ones further away should appear closer together.
There is a useful 'trick' for seeing how this should work - draw a cross on the side of the wall between the corners. You'll see that the point of intersection is not half-way across in terms of pixel count; but it is half-way in 3D (this works because a straight line in 3D is always a straight line when drawn in perspective)

Also, Im trying to figure out how to make the ledges, etc pop out.
Just think of them as more cuboids, which you render in the same way as the building itself. Like TreviouS did in his edit, draw lines starting from the vanishing point to make sure you get the directions right.
You might want to try sketching it on paper, so you can see the lines more clearly (if you end up with a lot of construction lines in lo-res pixel work, they tend to become rather messy and unreadable).

Pixel Art / Re: Period piece: Panzers on the prowl WIP
« on: November 16, 2007, 06:09:15 pm »
You seem to have ended up with too many parallel lines in your latest version - it looks closer to an orthographic projection than perspective.
I recommend drawing it with the construction lines you see in most explanations of two point perspective; that should help you see which lines go where.
Also, I suggest Googling for "two point perspective" - there should be loads of examples. e.g.

Pixel Art / Re: Portrait
« on: August 17, 2007, 05:36:42 pm »
Colour edit: (although now I look at it again, I seem to not have made the new colour on the skin quite light enough...)

Pixel Art / Re: Portrait
« on: August 17, 2007, 05:03:24 pm »

To me the second-lightest colour (used on both the skin and hair) looks a bit grey. It's less saturated than the other colours used on the skin, and makes the skin look a little too bluish overall..
Of course, if you make it a smoother ramp with the other skin tones, you might not be able to use it in the hair as well. But if you don't want to increase the colour count, you could probably remove colour #747A4C since it's hardly used (and replace it with a new lighter shade to buffer the highlight on the hair)

Pixel Art / Re: isometric study
« on: August 09, 2007, 01:53:11 pm »

I'd suggest changing your block shape very slightly to ensure your blocks will tile seamlessly - currently you can see a single pixel of the wrong face along the edge of your blocks when you put them next to one another.
Note that with the shapes I'm using here, there are no visible seams - each pixel is unambiguously on exactly 1 of the 3 visible sides of the block.

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