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Messages - st0ven
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21
Pixel Art Feature Chest / Re: GBA Platformer + Animations
« on: January 18, 2012, 11:12:02 pm »
the death is good -, but perhaps could be more effective if he stayed on his knees a little longer, and wobbled slightly backward before he falls forward. at the very least i think it would benefit if the arms/shoulders were shifted back...

actuall now that im zooming in, if you wanted to keep it as is, id say that at the part where he supports himself with his arms, it would be good to indicate a little elbow bending before the arm straightens out again, until he finally collapses forward. that way you get that sense of weight in the arms. the elbows would be catching the weight in this action, not the shoulders.

22
Pixel Art Feature Chest / Re: GBA Platformer + Animations
« on: January 18, 2012, 06:04:24 am »
O.o is your monitor calibrated right? The roof of your house is nearing pinkish-white.

i actually think this is much better. not only is the saturation balance better but the lighter sky gives a much better 'daylight' vibe vs the darker values previously. also the roof saturation looks quite nice to me, much more subtle. whats most important is that theyre his colors.

id say theres some residual oversaturation in the shadows being cast on the doors (these should be less saturated compared to your highlights), and also watch your contrast here as well. these shadows shouldnt rival the dark values in your platform 'darks' imo.

23
Pixel Art / Re: Pixel metal
« on: January 18, 2012, 06:00:06 am »


This is just a really quick fly by on your metallic/plated armor sprite. i didnt really want to take a ton of time to redefine andfill in areas of either proportions or anatomy that i might have wanted to fix (im very tempted to pull that left elbow away from the torso so that its not hidden behind his torso and shorten the other arm's forearm right off the bat). This was merely a quick exercise on how to go about possibly achieving a more metallic look

its something that requires a bit of practice, but just note that metal when its not reflecting some specular or highly reflective light at a certain angle isnt as 'light' in value as one might think. This way you are able to reserve a nice wide range of lighter values to define areas that catch 'a bit more light' with values that are 'slightly lighter' than your base range of medium values, or you can really make something pop with a very focused, near white pixel for more intense specular effects.

also focus on shapes first. if somethings round, worry about shading it to be round first, and then modify the shape to account for its metallic finish, not the other way around.




24
Pixel Art Feature Chest / Re: Project Entropy
« on: January 18, 2012, 05:14:35 am »
really love the sketchiness of some of your larger characters (and what looks to be the main character, interesting design). to be honest i think id be more happy with this as a game concept (and even likely artistically) using this palette range.

I know youre trying to make void and omega big and scary and with some slight bit of perspective, but why are their arms always so massive on these types of characters that you draw? id rather see the mass placed into the lats and shoulders.

also, imo - you should keep your game loose and sketchy like this. i think focusing on going over detailed on the pixel tech could kill your project. its killed many a project for me unfortunately.

one last thing. i am not a fan of omega's middle face, likely because i feel like it should match the other two, which are far more interesting, or at least give it more of a jaw presence or something. maybe mandibles like an insects?


25
Pixel Art Feature Chest / Re: GBA Platformer + Animations
« on: January 18, 2012, 05:08:24 am »



I really like what youve made its got a lot of charm to it, but i wanted to hop in to say that i think your saturation is really top heavy in your current mockup, and perhaps toning down some of those sky sat values can help balance out your screen presentation some.

If you truly wanted to make a game from this, your biggest hurdle right off the bat would be to get your user to have their eyes actually focus on the character, vs the sky. backgrounds need to be pretty, but secondary, and by throwing in an entire atmosphere of full on saturation is not helping the cause. your sprites excellent character is being totally drowned out (the one standing on the rooftop).

i say tone down your sky values, tone down the saturation in the secondary layer between the sky and fore layers (not quite as much as the sky layer) and definitely tone down some of your oranges on the roof/panelling on the houses, and i think youll find that your very nice wall and platform tiles will stand out more.

26
Pixel Art / Re: Kioi - Fighting Spirit [64x64 Base]
« on: January 06, 2012, 05:13:44 am »


as an exercise i took the liberty to edit your base to see what i could come up with. I decided to make him pretty ripped, i suppose its more interesting to look at a full figure on a character that size vs something with no mass (also allows you to cheat some volume in there).

feel free to tune the palette to whatever level of contrast youre looking for.

im not sure such long shorts are really useful as a 'base' for the character. perhaps draw him with some briefs or boxer-briefs so that you can work other clothes into the profile ontop of it vs having to edit out the longer shorts (to me they look like longer cargo shorts by their size).

27
Pixel Art / Re: [ Wip ] Call of Duty MW3
« on: January 03, 2012, 08:44:44 pm »
I whole heartedly agree with mathias.

whats the motivation for even wanting to pixel this piece? Are you aiming for some sort of practice for how detailed your pixel art can look with a photorealistic approach? If you plan to try to emulate the smoothing gradations of every pixel into the next, youre going to find out very quick that it takes an enormous amount of time to manually account for that and to be satisfied with all of your pixel placement, and this problem only becomes geometrically larger with canvas size. Hell, ask Elk - his rather stunning (jaw dropping, etc) pixel dragon masterpiece took him several hundreds of man hours to produce. The end result is gorgeous but i dont know how many people truly appreciate all of the manual effort taken to produce it.

If you want to recreate the image id imagine your best use of your time is to attempt to paint it. or perhaps draw it with a pencil. This way youll get all the benefit of practicing the skill and learning from the piece rather than trying to wrestle with the art of pixel placement ontop of it all.

Sometimes i feel that a lof of us as pixel artists tend to hide behind the art itself to either willfully ignore or perhaps cover up our lack of knowledge on a subject. i should know something about this, as ive suffered from that habit for a very long time.

28
Pixel Art / Re: s'been a while!
« on: December 12, 2011, 02:49:57 pm »
awesome. rock face can be really tricky to get to look just right but you have a lot of intricate cuts and face angle variations in your border. if anything id say that im some places there appears to be almost too much. Im thinking the larger rocks could still look quite nice being a bit more flat, which will help break up some of the uniformity of the texture effect itself. that way your border will have some focal points that your eye will be naturally drawn towards, and other areas where your eyes can catch a break from all that cut rock texture effect.

the falling kid looks really cute! Its just personal opinion of taste for me saying this, but i have never been a fan of green and blue being primary colors for a character (classic example would be green hoodie with lighter blue wash pants) - and even moreso when you throw in something of a red accent color. Have you had any other ideas about palette choices for your main character by any chance? Again if youre happy with it, dont mind me and my silly opinions.

29
Pixel Art / Re: Can't shade leaves on tree for the life of me!
« on: December 12, 2011, 02:43:30 pm »
I remember a time period earlier in the year where there was a whole string of threads of people posting about help with trees. looking through the thread history might reveal some interesting topics for your perusal.

http://www.wayofthepixel.net/pixelation/index.php?topic=10520.msg112358#msg112358 here was an example i had made near that same time frame with some step by step progress shots. dont forget to read helm school me on proper modern pixel techniques as theyre quite useful keeping your shading look clean and not blurry or blendy.

30
General Discussion / Re: Official Off-Topic Thread
« on: September 07, 2011, 12:48:19 pm »
Anyone else playing Disgaea 4? The spritework is absolutely delicious... i really hate how this series dares you to grind to levels never before heard of in JRPG's, takes probably weeks and months out of one's lifespan DX

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