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Messages - Pix3M
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31
Pixel Art / Re: [C&C/WIP] Female Warrior
« on: March 26, 2015, 08:59:56 am »


If you mean anime by big-eyed, only thing I can think of that would look great is going for a hyper-feminized approach. gave smaller-eyed approaches a shot but it's either out of my skill level or I could give it lots more time

EDIT: Or, I could be incredibly myopic and forgot that a smaller-eyed approach could use more appropriately naturalistic hair sizes  :crazy:

32
Challenges & Activities / Re: The Daily Sketch
« on: March 19, 2015, 11:17:56 am »


Stuff for my personal project meant to challenge me. If Ellian remembers, it's stuff for an idle RPG I said I was supposed to work on but life brought me away from things...  :ouch:

From left to right, a main hero, a foreign merchant, clothes frankenstined from 16th century male costume refs, elderly blacksmith, and an herbalist.

I was intoxicated on THC when I realized that I could majorly improve the old face I gave the hero so the eyes weren't lazy underrendered animu sticker eyes

33
Challenges & Activities / Re: The Daily Sketch
« on: March 12, 2015, 03:23:14 am »
Pix3m: Very oil-paint-y. Have you tried working with restricted colorspaces (CPC, EGA64, Genesis, Amiga)? The smaller ones are especially good at making you deal with the necessity of high contrast.

Some day... some day.

34
Challenges & Activities / Re: The Daily Sketch
« on: March 11, 2015, 10:57:19 pm »


Well, heres me playing with color taking critique that "I don't push contrasts hard enough" and respond to it to its logical extreme and find that... over the top contrasts isn't all that bad, and dark, low contrasting colors are necessary for lowly-lit settings.

35
Challenges & Activities / Re: The Daily Sketch
« on: February 24, 2015, 01:49:23 am »


Well, after this study, I now feel silly that I hadn't thought of using gradients going from dirt tile to grass tile.

36
I downloaded the book and found the section that was 'borrowed' from one of the things I made, which was borrowed from this thing: http://pix3m.deviantart.com/art/Ref-Game-perspectives-366577828

This book borrowed from a simple list of game perspectives that I made because I was working with people who weren't that sure of what they were doing. We were throwing terms around for game perspectives, but none of us knew what we were talking about. Some perspectives are named after games because we only have so many terms to throw around. I made a list of perspectives, made cubes to get the point across, and made short pro and cons because some people I was working with, have NEVER EVER DONE GAME TILES BEFORE. Squares are easy. Foreshortened, rotated squares need some basic drawing skills but is still easy. Parallelograms and trapezoids are harder.

I have to say, it is odd to see some of the simplicity of that list being jammed into a commercialized book which if you ask me personally, could have been done much more skillfully

37
Challenges & Activities / Re: The Daily Sketch
« on: January 13, 2015, 10:24:37 pm »
There was a joke among artists, I heard, that "You're not a real artist if you don't draw naked fat ladies!"

And so... here's my shot at it [NSFW]


38
Pixel Art / Re: Away from Quest - Fighting Animations
« on: January 12, 2015, 06:51:27 am »


Next iteration.

  • I am considering dropping the strict set animation duration and instead have a maximum duration
  • I looked at various Fire Emblem animations (which should be an obvious influence  ;)), and I realized. I probably do not want to lump the attack and the dash in one action.

I would prefer a slime animation that is general and is passable in any contexts from being shot with arrows, blasted by lightning, or being cut.

39
Pixel Art / Re: helicopter
« on: January 12, 2015, 02:36:50 am »
Aha, I think I know what you mean now, and I have a really stupid trick to show you





Tried to merge frames from your other WIP following this trick I'm using, but only managed into a 4-frame animation where 3 is more ideal, and that it's so foreshortened that it wouldn't read well


40
Pixel Art / Re: helicopter
« on: January 10, 2015, 02:20:06 am »
Fewer the frames, faster it can animate



In future cases, animating with very few frames is gonna sound very choppy from intuition, but it's how to space your frames from point A to point B that affects smoothness, not how many frames you necessarily make

EDIT: Wait, I just realized that you name is familiar. How did we get confused about the animation speed? O__O

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