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Messages - Fizzick
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161
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: March 26, 2014, 07:22:03 pm »
At first I was enjoying the progress. Now I'm eagerly awaiting it! Everything looks pretty dead-on but the hands. I would get some specific references for those, but the direction you're headed in now is great.

162
Pixel Art / Run animation for an RPG Beatemup
« on: March 24, 2014, 10:46:19 pm »
Making a game with a friend. I want to make a realistic run animation that's simple enough to create lots of armor for.

I'm fine with something looking cartoonish, but this seems jolty and unnatural.  :mean:

163
Looks good. I would try to add a little weight to the legs, but that's more of a style thing.

164
Pixel Art / Re: The Works and WIPS of Fizzick
« on: March 23, 2014, 05:36:02 pm »
Tried to do a four-frame cycle.

165
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: March 23, 2014, 03:46:18 pm »
Uh oh, Manupix gave me the frowny face  :-[

Thanks for the feedback, guys! The background was something I rushed in the end and I think it really exaggerated all my problems, so I've removed it. I didn't really want to do some kind of crazy wide lens perspective, but I can see why the floor tiles gave that impression.

And while this is a "berserker" character, I'm actually going for more of a menacing, intimidating look, instead of a frenzied, energetic pose. Not so much evil super villain. Think more Luke Skywalker encountering Darth Vader in "Empire Strikes Back". Darth Vader isn't swinging his lightsaber like a madman, he's just standing there in the darkness, waiting. And then he flips out. So that's what I'm going for. Encountering Khârn the Betrayer in a dark hall.

Aside from the background I think the previous version had a problem with the legs and hips, perhaps.

Maybe this version is better?



Or did it make more sense to have the left leg forward, to balance the heavy chain axe? Fizzick, I don't know if the arms should be so much longer, because they're extending in opposite directions, not hanging right down. And if they were hanging right down, they shouldn't extend far past the crotch. Am I wrong?

Uh oh. I would keep the palette changes, but scrap those strange proportions.  :(
It is important that the parts of any creature move together, but here it looks like he's twisting his right arm backwards and his right leg forwards, which doesn't flow at all. I think the only issue with perspective was with the floor: instead of altering the marine to the floor, you should raise the floor's vanishing point to get a higher shot.

The reason I said lengthen the front arm was because its hand is currently at a horizontal level with the back hand. Now I see that maybe you should shorten the back forearm.

But really, for artistic purposes, I strongly suggest you make this guy less passive. It looks like he's posing for a catalog showcasing his armor and weapons. That's why I bent his knee, twisted his head and gave the eyes a glow. You could consider raising his plasma gun to up a the ready. But his breed of khorne knights never rest. If they're in a fight like it seems he is, they should always be looking for the next IG to crush.

I wonder what the plasma glow would look like green?

EDIT: sorry, I totally missed your paragraph on feel. I totally get that, though. Right now it seems a little flat footed, though. Earth fader was still pretty poised for action. Try bending the knees a little more and leaning him in?

166
Pixel Art / Re: 'Level 2' Sprites [WIP]
« on: March 23, 2014, 02:18:08 am »

Move towards striking visuals within simplicity. Cut down on colors. Simplified and boldened structure. Moved around colors to suit your background a little bit.
I see that you're using outlines in places where you barely need them; think less outlines, more crease shadows. You had 0, 0, 0 black surrounding bits of highlighted color where you could have merely suggested form by using shades you had already created. the shadows I made bluer because you had these blue lights all around the head, but the bottom light I kept warm because it seemed you wanted a warm light to come from down there. Try to bring some of these elements in so I feel useful!  :lol:

167
Pixel Art / Re: The Works and WIPS of Fizzick
« on: March 23, 2014, 12:16:03 am »

Working on a new player base sprite for hoboquest. Needs to be really simple in form and animation so I can make tons and tons of weaponry and armor, ideas to make it look alright with as few frames as possible?

168
Pixel Art / Re: [WIP] Monster Animations
« on: March 22, 2014, 06:41:48 pm »

Still working on it. Starting to add arms but I'm not sure.


Testing out some outdoor tiles with the same palette.

Really pretty animation for how simple it is, could be a little faster. But there is no way that sickly looking grey brown earth works at all. I can barely make out details and it suits terribly with the rest of the really quite nice palette you're using.

169
Pixel Art / Re: The Works and WIPS of Fizzick
« on: March 22, 2014, 06:37:32 pm »

Sketch, to be further blocked out and refined

170
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: March 22, 2014, 06:14:45 pm »



Khornates are pretty aggressive and all characters in 40k are extremely posey. i did a bunch of sloppy edits, probably all together they add a little too much; but each is an example of what you can do to make it more dramatic. especially the colors should be flashy and eye-catching, something that a desaturated green background doesn't pull off. The stuff in the windows is just to show that you could add fire, smoke, battle effects in general to make them more interesting. You could even use it as another light source if you feel particularly ambitious.

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