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Messages - Ymedron
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281
Pixel Art / Re: Chasm: Character Animations
« on: January 02, 2013, 10:39:04 pm »
I think the swoosh-thing could get shorter before disappearing, or alternatively having the swoosh start from the original position of the sword. Perhaps both!
It could also be white, to match with the color of the sword (After all, it is emulating the afterimage of the sword)

282
Pixel Art Feature Chest / Re: Pixel Art by Kaz
« on: December 30, 2012, 03:51:21 am »
The reduced colors certainly improve it, however you need to make the colors more different from each other. Also reducing the vividness of the shadow and highlight would help (as well as changing the hue, for example to a more reddish purple in highlights or a more blue purple in shadow).

You still haven't really brought out the shape of the bone with the shading, as it mainly hugs the outline of the form.


Edit: Shrunk the image.

Edit2: I apologise profusely if my advice is suspect, Im a bad educator.

283
Pixel Art Feature Chest / Re: Autumn Tileset WIP - New tree
« on: December 29, 2012, 02:36:43 am »
I'd say it is still as dark as the in-progress one, but regardless.

I think the trunk needs to be more separated from the bottom of the leaves, like a darker shadow..? Perhaps not.
You could try blending the clumps of leaves together a bit more, maybe make the darkest leaves less directional from the clumps, if that makes any sense.

Sorry Im not of much help here.

284
Pixel Art Feature Chest / Re: Pixel Art by Kaz
« on: December 29, 2012, 01:42:57 am »
Hm, I think the swords could use a lot less colors. The more you use, the softer and rounder the item turns out to be -> loses clarity.

I semi-quickly cleaned your first sword to only use two colors on the blade:


In general, my suggestion would be to use as few colors as you can get away with, and add a new color if you are starved for detail. In this picture I'd say you could reduce the colors on the blade to 4 colors - a dark shadow, an antialias color, the normal color and a highlight color. The bone only needs 3 and the black area probably just 2 since it isn't very shiny looking.

http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322 This tutorial might prove very helpful!

285
Pixel Art Feature Chest / Re: Autumn Tileset WIP - New tree
« on: December 28, 2012, 10:46:31 pm »
Separated I love the colors and details of the very newest trees. However, Im not very good at judging the consistency of a tileset. The trees suggest a more dark and mystical world, the kind where you get lost in a forest at night and meet a forest-god who is a skeletal deer or something...

Maybe lightening and yellowing the green tree might make it more cheerful, though Im not sure if it would look better.

286
Pixel Art Feature Chest / Re: Pixel Art by Kaz
« on: December 28, 2012, 10:30:34 pm »
Well, I'll just focus on the shark for now.

The main thing here is to shade according to the actual form of the object, rather than on the edges, as it flattens the form into a sticker of sorts. Another thing is actually portraying the detail of the object - here it's hard to see what the object really is, though it has the silhouette of a shark. For example, the bump at the middle of the belly? Is it a fin? A blade cutting into the poor animal? Something else entirely? Using shading and 'lines' to show what you want to portray is helpful. (Humans naturally understand lines- you don't need to teach people to see that a line represents the edge of something or whatever.)

I'll try to explain with this picture...

(sorry it's not pixelart, I'd spend more time refining that than explaining what I was trying to say...)

What to do regarding this? I say study basic drawing on the side. You don't need to drop pixeling entirely for the duration, but studying on the side certainly will improve your abilities as a pixel artist. :o

287
Pixel Art / Re: Chasm: Characters vs. Backgrounds
« on: December 23, 2012, 11:34:50 pm »
That seems to work a lot better already!
As my last advice that I'd know to give, making the hair a bit darker too might help, since from what I see it's slightly clashing with the areas on the middle and right because of a similar level of brightness.

The little patches of color spruce up (pun intended and apologized for) the tree kinda nicely, but i think they could still be a bit larger.

288
Pixel Art / Re: Chasm: Characters vs. Backgrounds
« on: December 22, 2012, 08:28:42 pm »
I think the old character works a lot better because of the black outlines. In a platformer it is very important to see where your character is at any time, and the black contrast helps it pop.

As a side note, any reason why the trees and ground are different? I personally prefer the old versions of those, too.

Edit: Oh, I guess this is a downscale! Sorry, I didn't see that there.

How about... hm... I'd say make the main character the most vividly colored one in the scene. A red shirt would pop out a lot more than the lavender one you have right now.

289
Pixel Art Feature Chest / Re: Dragon/dinosaur head and body
« on: December 22, 2012, 08:25:39 pm »
Ah, the chest... It was more a reference to the wing muscle style stuff that some dragons do (where the muscleridge goes over the arm) but since it doesn't have wings, I guess it looks weird.
I have issues with the chest since Im not sure how the arms would join the neck on a dragon/dinosaur/lizard.

Fahrenheit: The main reason for the change was a lack of focus - the leg was commanding too much attention, and changed the belly too because to me it felt really unfinished and it was inconsistent with the tail's texture.
Im not sure what to do with that either, don't really mind the oilyness. Its easy to rationalize either texture, oily smooth or rough pebbly.

290
Pixel Art Feature Chest / Re: Dragon/dinosaur head and body
« on: December 22, 2012, 05:26:41 pm »
Hm, made some edits based on that -

Better?

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