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Messages - ndchristie
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31
Pixel Art / Re: Icon sized
« on: June 26, 2010, 06:42:15 pm »
Depending on the scale, I would assume that it is either a transport vessel or a hosiptal ship.

These look nice, though I'd love to see them more unified.

32
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 23, 2010, 10:26:43 pm »
If i can provide my own opinion, my screen is very bright and well calibrated (not perfect, but very good) and I would also consider your screen unnecessarily dark.  Unless you plan on having a very dark game I feel like you could bring it up quite a bit; in fact I'd recommend this as I think the bullets on screen will be blindingly bright and wipe out any sense of the background unless you had absolute calm for a moment.

33
2D & 3D / Re: Pre-rendered background
« on: June 11, 2010, 05:52:59 pm »
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I have no idea what is causing it, but I know it isn't really normal.

I think you're actually onto it - the problem is a bad normal map I think.  Most likely it's as simple as an inverted axis and it can be fixed in your material properties, but it might be interted palette data on the map itself.

Also as far as the res goes you can still end up with mixed texels if your materials are not uniform, or if you've scaled further for one than the others.  I feel like your texture, if it's not a different resolution, is still both noisy and blurry (not sure if there's a word for this - basically looks like you shot on the wrong filmspeed but it's not a photograph so i don't know what to call it).

I still think that your lantern, as th eonly source of light, needs a few more lights set up with different falloffs and more defined shadows.  You skylight should probably be in the sage-slate range too, right now it's like, why are the rooves lit with an orange glow?


34
Pixel Art / Re: Sprite for a friend...
« on: June 09, 2010, 05:26:47 am »
please include oversized references as links or thumbnails - as a general courtesy.

35
Pixel Art Feature Chest / Re: Demon piece progression
« on: May 26, 2010, 12:04:33 am »
two-bits time :

inward-facing knees appear weak/fragile without benefitting the composition.  I would definitely have him engage in a stepping motion, perhaps even long the same line of motion, but keep the knee turned out.  arms crossing the chest are also weak/meek.

the reason for both of these things revolves around the negative space used.  here's a quick sketch of the same rocker (because your guy reminds me of one) making different use of the same pose (change in angle provides dynamic negatives and better lines of motion)


36
2D & 3D / Re: Pre-rendered background
« on: May 22, 2010, 02:21:30 pm »
The feels rather down-to-black, which generally sets no mood and makes the scene just look as though it's been darkened.  Try putting in a few more light sources in multiple hues to pull more atmosphere out.  Also I think that your lamp, if that's what I'm seeing, will want to be brighter, composed of at least 2 lights (one quite bright with a sharp falloff, one dimmer, with a different hue, that spreads much farther out).  You'll also probably want harder shadows in the end to help define your geometry for the viewer, particularly at the cobble border and between houses.

37
Pixel Art / Re: Hawk animation wip
« on: May 21, 2010, 12:59:03 am »
birds wings are not elastic; there is a distinct upper-arm bone and forearm bone (just like a human) and "hand" which controls the final orientation of the feathers.  If you want the reference video posted, you can see this playing out in the wing shape.

38
2D & 3D / Re: Pre-rendered background
« on: May 19, 2010, 08:42:02 pm »
Hmm, i feel like the path is still far more contrasty and now noisy compared with the rest, and there might be a resolution discrepency.  Is there a version you can use with less grain, finer texels, and less contrast?

39
2D & 3D / Re: Pre-rendered background
« on: May 18, 2010, 07:04:49 pm »
Well, you'll want to make your cobbles less deep/shaded, as well as to introduce some broader areas where they've become all but flat together from wear and dirt buildup (this works well in your reference).  Other than that, looking good! finish up your textures and start getting the lighting figured :).

40
2D & 3D / Re: Animation tweaking
« on: May 18, 2010, 04:38:40 pm »
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Start drawing in a sketchbook right now.
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Open up a book and start churning out those sketches.
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Draw damnit!

These are the things you need to hear.  We need you to at least be on the same track before we can really critique things, and that's not going to happen until you start practising the fundamentals with some kind of regularity.  Millions of beginners tutorials are out there, as are school programs and other groups in your community which will foster artistic growth and "talent" far better than, at this point, spending hours on the computer/internet (this coming from a half-active guy with the second-highest postcount here).

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