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Messages - st0ven
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1
Pixel Art Feature Chest / Re: Pacific Grove
« on: May 17, 2014, 12:27:32 am »


this is how my eye currently interprets the perspective you have established in the scene.

Compositionally, watching your progression, it seems a bit random, but the progression adding more weight in foreground elements vs the rather static composition you started with was nice to observe.

The current perspective for me however is a bit jarring.

i applaud you for even having an attention span to attempt pixel art at 600x300 something. i very much do not.

2
Pixel Art / Re: Portrait: Ewout Genemans
« on: January 24, 2013, 04:48:14 am »


I took some time to just do a facial simplification to give perhaps some ideas about shading the skin, i probably should have checked out the actual reference pic though because now i fear this is totally pointless.

I was just going for a younger, generic dude look, but i think perhaps some points about the narrowing of lips and some other shading examples might still be useful.

essentially if i had any advice to give, it would be to block out the likeness and shape of the face first in flat color areas, you can attempt to shade and smooth after youve solidified a more coarse image that youre satisfied with.

no reason why pixels cant behave in certain ways like working in any other medium, starting rough, layering in details ontop of basics, etc. looking at the progress pic it looks like you really went for shading first. i think its really hard with pixels to shade, capture human form and likeness ontop of that.

3
Pixel Art Feature Chest / Re: Ryu Revisited - a new progression thread
« on: January 07, 2013, 02:56:41 am »
I have faced the reality that my lax figure sketching has completely botched this whole experiment and probably has made me look rather derp. But in the essence of not giving up and after having your hand at giving me serious criticisms to improve, i took a long edit on this based on the feedback provided. Helm, Pistachio - your edits were immensely helpful. everyone thanks for your constructive comments.

here is my updated version of Ryu. updated stance, details and palette.



my eyes are burnt and ill do a proper thread edit tomorrow and do some animating stuff to compare differences, but if there are more glaring/confounding errors id appreciate some sustained feedback.

@conceit - perhaps ive failed miserably, perhaps i overstated my intentions of what im trying to do. Cel shading obviously isnt anything new, particlarly given capcom's affinity towards the style. Im trying to utilize what ive been learning in experimenting in the cluster study threads to apply it to a sprite created from scratch. cel shading cant necessarily not be a part of that. i prefer the rather clear distinction in light and dark compared to SNK's take on these sprites which can look a little 'stripey' or band-y in their own particular way.

edit: argh - now that im looking again with fresher eyes - the legs are still off weight as pointed out in helms edit. also i feel like ive redrawn both arms completely but amazingly they dont look dramatically different. still some editing needing to be done.

4
Pixel Art Feature Chest / Re: Ryu Revisited - a new progression thread
« on: January 04, 2013, 09:37:04 pm »
pistachio i think that nails the pose issues. after comparing it to the original sketch that seems to be where my figure drawing weakness essentially doomed the pose from the start. thanks for the kind words.

5
Pixel Art Feature Chest / Re: Ryu Revisited - a new progression thread
« on: January 04, 2013, 08:39:52 pm »
fellas thanks for the initial feedback. I appreciate the constructive efforts to point out areas for improvement and i largely agree on all points made so far.

I think the most un-fixable at this point without a much larger round of edits would be the pose. IMO ryu's pose (the classical one) has always seemed a tad awkward to me. his feet dont point forward. His right knee is almost always cocked back counter direction to his facing. I can see where criticism can be made of my render on the stance with the arms. his left arm drops a little too low from elbow to forearm. thats probably the most edit-requiring region perhaps to have an immediate impact on stance.

Ive upped the color saturation on the palette some. My high-gamut monitor makes it look blown out, but my secondary monitor makes it look a little washed out. its hard to trust which one is right. but i pushed some more saturation in the gi which has some interesting hues in there i think, and complement the skintones well im hoping.

fixed some hand size/forearm length issues in the edit. these were the most lost during scaledown as you can see in the progression so reinterpreting these were the most challenging.

Fixed eyes and minor facial edit for better readability (not so bright highlight on nose)

pared down skintone speculars in edit

6
So every now and then i get a bug to do writeups on stuff that everyone else has already done a billion times. This particular exercise has been largely motivated by the latest cluster exercise threads helm has going on in the general discussion forum.

Essentially i got wondering what a classic sprite might look like with a more modern aesthetic. Both Capcom and SNK have their takes on this in their crossover series. Both with distinctively cleaner styles, but both still maintaining their general classic signature styles. Being either vein or courageously stupid, i wanted to have a go at recreating a classic from scratch, using my own rules and other community influences.

Heres the final sprite rendition i came up with, and ill follow up with the progression.
updated and edited version


I originated with a high-res sketch. i was originally intending perhaps to do a high-def sprite render along side of this (and i still might give it a go). the rough result looked something as follows.



this was likely sufficient for my purposes as a pixel sprite sketch, but i spent a little time blocking in some values and came to a final 'sketch' version.


the face is starting to get away from me here along with a few other details. this would have to be addressed if doing an HD render right away

This is where you can go several different ways -and perhaps worth pursuing further. I opted not to color the higher res sketch to a more formal color render and scale down to begin working in pixels immediately.

My first scale down was rather interesting, i was rather pleased with the overall results for a base. Ultimately while shrinking down using NN interpolation, i also limited the color sampling to a workable range of values (8). Knowing that im going to have to rework just about every pixel anyway, save the flat areas of color, i didnt care much for too many values.



To continue on, its really a matter of progressive pixel rendering from here. Trying to keep things sharp, clean, not overblend things where they neednt be. here are some progression images to illustrate my progress.




I am feeling about 97% good about the end result. there may be some very minor changes to make imo from here but its largely a matter of the last touches as i have fresh eyes to see them and perhaps some personal rendering style/choice. I may make some tiny fiddles but this is largely done.

7
General Discussion / Re: Second Cluster Study - Knights of the Round
« on: January 02, 2013, 09:54:34 pm »
i quite like the flaming sword actually.

8
General Discussion / Re: Altered Beast - a cluster study
« on: January 02, 2013, 06:37:33 pm »
mmm. lowlegs :D

9
General Discussion / Re: Second Cluster Study - Knights of the Round
« on: January 02, 2013, 04:36:02 am »
eesh man kinda sucks to post right after cure, heh. This one i found quite challenging and still am not happy with the readability.

my edit original

10
General Discussion / Re: Second Cluster Study - Knights of the Round
« on: January 01, 2013, 08:02:23 pm »
that does make a lot more sense. CPS1 was a relatively older board compared to the newer fighting/action games produced by capcom.

in that case - it would also stand to reason that there is probably little value in editing this sprite as a whole considering the tech involved in combining the two sprites to be one image - where palette is undoubtedly an important aspect of the exercise. Perhaps create a new template to work with from which the sprite and weapon are separated? or at least set some base level of common understanding that the weapon palette must maintain unique from the sprite palette and the sprite should not go above 15 non-transparent colors (same for the weapon).

Good catch Carnivac.

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