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Messages - vedsten
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91
style wise adarias' spot on, shading wise too, except - there's too much sel-out to black. If you look at the DC sprites, the pure black areas, are cofined to small pathes of black, few of them on the borders of the sprites. Fixing some of the blakcs on Adarias sprites to a saturated dark blue (but still quite brigter than black) or something like that, would imo make it go much better with the DC bgs

92
Pixel Art / Re: Bronze
« on: May 11, 2006, 02:18:59 am »
sweeeet, excellent texture and colors, just brilliant. I pretty much love everything about it, espec. the hair, very well done!

The cheek looks a bit strange, theat dark path looks a bit overdone, works better in your sketch.

Anyhow, great work

93
Pixel Art / Re: Woody Allens
« on: May 08, 2006, 08:54:23 pm »
I think i stylized pic like this would benefit alot form higher contrast, or mayby just a brighter highligh color, you need to work on the AA on those glasses and the shading of the nose looks a tad strange. Also, you might wanna try some more triangular/square shapes in the overall shades, I think i would go very well with the dithering style.
I dig his facial expression tho

94
Pixel Art / Re: Continuation of a Xenodrogen tileset *Updated 2*
« on: May 07, 2006, 05:38:03 pm »
it seems to me you have some problems with the basic structure of the stones. The 2. vers. is way better, but there are stil alot of issues.

I was bored so i did an edit



step 1: Split the suject you wanna dew into specific defined tiles, it'll help you ensuring they'll actually be tilable

step 2: The 4 left (and right) right tiles are special cause they have to be combinable with both them selves and the middle fraction. In this case, the easiest way to go about it, is to make sure they can be combined with itself. This can be a bit tricky, but you'll quickly get the hang of it. Also, when you draw the stones, start at the bottom and work your way up, it'll create a somewhat beliavable structure.

step 3: Repeat the step above on the right part

step: 4 I accidently deleted a step, but doing step 2 and 3, you have the lines on both sides of the middle part. Fill the middle tiles with stones and connecting the right and left part. The left and right tiles are now tileable with them selves as well as the middle.

step 5: Start shading the bastard (actually i fucked up here, it's better to block out the basic coloring), stay away from the extreme right and left stones! I advise you to try replicating the style of his stone on a much smaller scale. Don't stop tilll you confident you have it, and you'll saveyourself a LOT of trouble when you move on to the actuall cliff structure

step 6: Copy the 4 left and right stones to the places they'll have be when there tiled later on, now start shading the blank places away

step 7: Dew your final touchups

Notes: there are some issues with my edit that I don't bother change, but you should look into. The main prob. is the lack of vertical contrast between the bottom and and top of the stones (like this http://www.inventiveminds.dk/vedsten/temp/mockup3.gif) I tried fixing it in step 7 (with low succes), but really, it would've been much easier doing it in step 5 (blocking out colors)

95
Pixel Art / Re: Stupid Wips (update)
« on: May 05, 2006, 12:34:00 am »
Quote from: SplatPixel
heh well i'm still tryin, does it look ok?

Hell yea

my only concern is his back, despite the cartoonish look, it curves out a tad to much

96
Commercial Critique / Re: Commercial Critique May 06: Demon's Crest
« on: May 02, 2006, 12:06:02 am »
I wasn't too happy when DC was picked, but just looked at it again and i must admit the gfx are pretty damn sweet.
I don't think i'm capable of doing any critique, but I like a good comercial crit, so I thought i'd get the ball rolling w. a couple of screens.
Might try doing some c&c tommorow tho










97
Pixel Art / Re: running animation + still
« on: May 01, 2006, 12:20:30 pm »
I really like the animation itself, but i still think you've got some color issues. Took a min. and saved, and realized that you've got way too many colors going on, 24 in the frame i checked to be exact. A lot of them just don't serve any purpose, but what's worse is, that they really makes the sprite look cluttered, you can't tell the what's what.

did a little edit, hope it's ok.



I just picked a some colors from your pallette, recolored it and moved a few pixel around.
This might be a bit too harsh, but it'll give you an idea on what i'm talking about

98
Pixel Art / Re: running animation + still
« on: April 29, 2006, 09:10:19 pm »
can you post one w. transp / white bg ?, defenitly improved, but even bigger contrast wouldn't hurt, also, still think the distant arm leg should be darker and with less shades (+ the hair movement, though i know it's a bitch ^^)

99
Pixel Art / Re: SEXY SEXY LADY
« on: April 29, 2006, 03:29:16 pm »
Quote from: helm
wasting close-to-black shades again!

i think that depends ALOT on your screen /screen settings. The blacks works out just fine on my laptop, there's a fair contrast between the darkest colors, you could increase the contrast between the two darkest colours a bit, but as it is, the colors are defenitly justifiable (if that's a word), on my screen atleast.

I really like the overall feel of this one, a few crits: the transition between arm/ shoulder (on the big arm) is a bit strange, espec the angle it's sown on in, the face looks a bit flat compared to the rest, i think it would benefit from greater contrast and better defenition of bright/ dark parts.

100
General Discussion / Re: 3d dealies
« on: April 29, 2006, 03:03:29 pm »
yea, for the pro vers. dunno if Adarias project is freeware or what, but there's a free edition available, dunno what features are included tho

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