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Messages - Drazelic
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41
Pixel Art / Re: How can i improve my pixel art?
« on: June 22, 2014, 06:34:37 pm »


High contrast palettes, look at actual crystal reflections as reference if you're trying to make a crystal sword, and make the design more interesting!

42
2D & 3D / Re: Need some help learning pixel art sprites
« on: June 12, 2014, 02:07:42 am »
Do note that it's not as daunting as it looks. Take a close look at that Zero sheet you have in the OP, and focus on rows 3-5.

It seems like there's so many sprites, right? But in fact there's only really a third as many. Every 3 sprites are literally the same thing except for differences in lighting due to the buster shot.

This principle holds true for the whole sheet. Every pose is replicated three times, making the entire thing seem much more inflated than it actually is. Take the challenge piece by piece and it's probably going to turn out much easier than trying to do the whole thing in one go. Set your first goal to a standing pose, then a basic run skeleton, then a run animation... Piecemeal!

43
Pixel Art Feature Chest / Re: Erde Scene
« on: May 19, 2014, 08:31:14 pm »


I worked off Wolfenoctis's post a bit with the character. (mostly was too lazy to draw a character on my own lol) In my version though the primary lightsource isn't the sword but rather the starry sky as a whole.

44
Pixel Art Feature Chest / Re: Night Shop
« on: April 09, 2014, 01:16:23 am »
Oooh, yeah, you're definitely right about the weakened contrast. I was so pleased that I'd overcome my art-block at all that I didn't really give the changes much of a second glance.



A whooole lot of NPA stuff going on here, but hopefully a few color-reductions and recolors will help push it towards a state where I can start doing pixel-detail-work over it again.

45
Pixel Art Feature Chest / Re: Night Shop
« on: April 08, 2014, 10:58:33 pm »


Long time no update, but I recently got a bit of inspiration and threw this up as a quick background prototype. And also two characters which in all honesty I drew while not really being sure what to do with the scene, and which will probably end up removed eventually.

The primary tree's readability has been drastically reduced, but I can probably fix that with a bit of detailing further down the road.

I'm a little uncertain about the sky-light thing, it seems way too big compared to the effect it has on the lighting. Maybe I should make the implied hole in the canopy smaller?

46
Pixel Art Feature Chest / Re: Night Shop
« on: March 01, 2014, 09:38:22 pm »
Alright, here's where I'm standing now.



Milokey's revised perspective is really good, and if I were just considering starting on this piece I'd probably go with that in hindsight. However, as I worked on this, part of my goal became to try and define depth from a very, very strictly horizontal perspective, so I'm going to try and stick with that just to see if I can pull it off. To help with that, I moved the tree a bit so that I could fit in the back-half of the house, to help make the house easier to read.

I'm definitely interested in making the scene more 'real' by adding details that imply a story or a function to the design, and I put a sort of 'pulley system' behind the tree lantern for that purpose (maybe I'll make that lantern a set of multiple lanterns, because having a set of pulleys for just a single lantern seems like overkill).

Next up- figuring some character designs to put into the scene, I think.

47
Pixel Art Feature Chest / Re: Night Shop
« on: February 27, 2014, 03:33:48 am »


Man, is it really that difficult to visualize? If so, I really need to take this back to the drawing board and figure out how to direct the eye to better understand the layout of this.

48
Pixel Art Feature Chest / Re: Night Shop
« on: February 27, 2014, 03:06:46 am »


If that area behind the counter is empty, problem is top part of the house because it looks like it's on top of the barn, not next to it. Eye is trying to justify this buy making stone wall a lot closer to the tree. Main reason for all this is trying to achieve depth without perspective.

It /is/ on top of the storage shed, though. What's the problem with a house designed like that?

(Also, your sketchup model seems to think that the two sloped roofs on the first floor are contiguous, a presumption that seems rather difficult for me to buy considering I put trees between the roofs specifically to break up that composition so you wouldn't think it was the same roof. In fact those segments of the house are perpendicular to each other; if you looked at the house from above the shape of it would be a T, not an L.)


49
Pixel Art Feature Chest / Re: Night Shop
« on: February 27, 2014, 12:44:49 am »
Why does everybody think there's a wall behind the crate/counter? That segment of the house is literally empty, it's like a big storage barn thing. The entire side of the house is one big wall! The wooden framework at the front isn't an empty frame, it's part of the solid wall next to it.

Maybe it's because I didn't make the front segments of the frame wide enough? Perhaps this edit will help:


50
Pixel Art Feature Chest / Re: Night Shop
« on: February 26, 2014, 10:57:56 pm »
The advice about the warm-cold color split across the side of the house was very useful! This is what the house looks like right now:



It feels a bit... noisy, though. Maybe I should go back in and erase some of the brick-edge texture?

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