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Messages - Drazelic
Pages: 1 ... 4 5 [6] 7

51
Pixel Art Feature Chest / Re: Night Shop
« on: February 24, 2014, 04:46:24 pm »
E: Picture in the original post has been updated a little.

Faceless, cels: This is the framework of the house in my mind. I might take that advice on making the roof of the house a bit more rigid, but otherwise I sort of want to keep the porch jutting out from the front.



Crow: There's really not a context for this piece, in case you were hoping this was just a component of a larger game project or something. I couldn't get to sleep last night, so I just stayed up and started doodling and four hours later I found myself with a neat-looking house scene.

coffee: Yeah, a background would be pretty nice, except for the fact that I'm not sure how to begin approaching one from this completely side-view-on perspective. Does anybody have some reference pieces they could link me?

52
Pixel Art Feature Chest / GR#180 - Night Shop - Perspective
« on: February 24, 2014, 06:03:54 am »


Still in preliminary design phase- the idea is a somewhat rough and mismatched shack, obviously hand-built and rather aged. I'm pretty satisfied with the left side of the house, but the half of the house with a cast-shadow from the leafless tree is really very empty in comparison.

Any ideas what I can do there to liven up the composition a little? I'm considering such things as fireflies or complicated creeping vines crawling up the side of the house.

53
This is more of an analysis of your tendencies in general rather than specific to this piece, but:

https://dl.dropboxusercontent.com/u/30179243/Pixelart/mr_beast.PNG

You have a tendency to use 45 degree diagonal lines and a triangular composition in almost all of your original (read: not intended to be a perfect copy of some reference or other) pieces, to the point where it's immediately obvious that a piece is yours just based on whether it matches those criteria. Most importantly, in almost every piece you've got this... sweeping trend from bottom-left to upper-right corner. It's getting a bit repetitive, and I feel like you're sort of stuck in a compositional rut where this diagonal-triangle composition is the only one you're really comfortable with doing.

There are some exceptions in your latest works- Minion of the Eye and Darkness Injection noticeably avoid this diagonal-trend of yours. Still, I'd advise you to try to avoid this comfort-zone of yours; all these 45-degree angles add up into diagonal 90-degree angles which are incredibly obvious, uningenuous, and distinctly artificial and non-organic (diagonal 90-degree angles are even rarer in nature than just normal 90 degree angles, which at least show up when trees intersect with horizon-lines and whatnot).

I don't know if you were aware of this trend of yours, but hopefully this explanation has helped either way.

54
Archived Activities / Re: Secret Santa 2013
« on: December 25, 2013, 04:06:57 pm »
OH MY GOODNESS my gift is literally everything I could have possibly asked for. I love it! PixelPiledriver, you are the BEEEESSSST.

I also really like Dex's gift for Tim, Cyangmou's gift for Night, and my favorite has to be Homeworld's gift for Numlock. That orange, that glowyness, that composition, MAN.

This was a fantastic secret santa! Here's to next year being even better.

55
Archived Activities / Re: Secret Santa 2013 Sign-Up
« on: November 23, 2013, 10:07:34 pm »
I'll hop in again this year.

Likes: Mechanical designs, armored knights, robotic exoskeletons/mechas, atmospheric landscapes/lighting, high fantasy/magitek, structures built into natural features of the landscape such as giant trees or cliffs, supertall buildings/cities, alien ecology.

56
Pixel Art / Re: Sky Utopia II
« on: May 02, 2013, 03:51:40 am »
Actually, interestingly enough, my original reasoning for having such a long canvas was something /like/ that, except with the big similar part down in the bottom- hence all the big flat clouds and stuff. I'm also not really sure how i'd extend the sky- the dark parts of the sky sort of are converging in on the central circle of light-source-ness, and if we extrapolate that upwards we'd end up with a dark sky, so...?

If at all possible, I'd prefer to achieve a similar effect, or at least a unique effect, by lengthening the bottom part of the canvas instead of the top.

57
Pixel Art / Re: Sky Utopia II
« on: April 30, 2013, 07:32:09 pm »
Eh... The recolor doesn't feel so much /dramatic/ to me as /lighthearted/, like a Final Fantasy game with the bloom turned on too high. Too bright and pastel- it doesn't quite evoke the same kind of semi-cyberpunk I was going for with my palette. The extra lighting around the bottom of the pic was a great help, though.


58
Pixel Art / Re: Sky Utopia II
« on: April 25, 2013, 08:27:13 pm »


Cutting off the bottom was a pretty good idea. I'm not sure I like how near-square the canvas is now though, so I might put some of it back later.

59
Pixel Art / Re: Sky Utopia II
« on: April 22, 2013, 03:45:07 am »
Hm. What if I work with the inadvertent higher focus on the bottom by putting one or several jet-fighter-shaped ships on the bottom, curving in towards the city at a trajectory?

60
Pixel Art / Sky Utopia II
« on: April 21, 2013, 05:10:15 pm »


So, before I go any further with this piece, I'm going to see if anyone has anything to point out.

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