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Messages - AlcopopStar
Pages: 1 ... 12 13 [14] 15 16

131
Pixel Art / Re: Game Tileset Help
« on: October 14, 2013, 01:11:36 pm »
I think the black outlines are cute actually. I think it's more a stylistic choice then anything. 

132
Pixel Art / Re: C64 Knight Portrait
« on: October 14, 2013, 07:26:16 am »
Thanks for all the responses guys.

I've made all the changes I feel necessary to the peasant women. There were a few edits that were proportionally more correct but I felt lost a bit of the images charm. I went for the middle ground I felt comfortable with and had time for.



Beyond this I have started work on a third portrait, the necromancer. I originally started with a somewhat sever look but was later asked to give her a bit of a sweeter disposition.



133
Pixel Art Feature Chest / Re: Kill la Kill - Ryūko (vaguely nsfw)
« on: October 13, 2013, 04:17:34 pm »
Thanks for the response wolf,

You are defiantly right about the colours, that said I do want the image to "pop" so I didn't tone them down quite as much as you did. I also love what you did with the sword.

Here is the latest version, I added in the base I created for anatomies sake. Things have been stylized but generally everything should still be making sense. (legs are a bit off maybe, i'll fix that in the morning.)



I think i'll play with the colours some more when it's not 3am.

134
Pixel Art / Re: First Pixel Painting [C+C]
« on: October 13, 2013, 01:05:25 pm »
At the moment your pumpkin is ignoring the basic principles of how light falls.

As a quick exercise, try shading a rubber ball with light coming from the top right. Then add a crease into that ball and see where the light lands. Apply those same principles to the pumpkin.

135
Pixel Art / Re: Could you give some advice plz
« on: October 13, 2013, 10:39:56 am »
It looks like this character would topple over immediately. If your going for large breasts + octopus maybe look as ursula as a reference? if you going for stick thin as well then the character is basically always going to look awkward and absurd. Maybe that's you intention though I don't know.

I would suggest pixeling something a bit larger to give yourself more space to work with, once you have a coherent design or idea down you can work on a smaller version.

136
Pixel Art Feature Chest / GR#142 - Kill la Kill Ryuko - Sprite Process
« on: October 13, 2013, 08:50:20 am »
Hello forum,

So here is a thing. (edit: added latest version)

>>>
x2
>>>>

So I was hoping to make something in the vain of much superior artist Hunter Russells (Mojry, 1up? http://professionalmanlyguy69.tumblr.com/)

But I feel the posturing of my figure just isn't strong enough. I don't know if I have time to completely rework this but I would love some suggestions all the same.

The character is Ryūko Matoi from studio triggers anime Kill la Kill, a spiritual successor to Gurren Lagann. So um yeah, I understand the outfit is completely insane (see: anime) and I have my issues with the show but I like the characters and was hoping to do the full set.

Here is a reference of Ryūko in her err... battle lingerie.
http://amisubs.altervista.org/blog/wp-content/uploads/2013/10/HorribleSubs-Kill-la-Kill-01-720p.mkv_snapshot_20.03_2013.10.03_21.27.52.jpg

Suggestions welcome!

137
Unpaid Work / Re: Platform based game - Pixel artist needed
« on: October 11, 2013, 12:58:45 pm »
possibly credits? lmoa

Not to be rude but why on earth would an artist want to work on something like this when they could work on their own stuff? When there is literally nothing to gain?

It's pretty audacious to expect someone to make 60% of your game not even be willing to guarantee a credit.

138
Pixel Art / Re: C64 Knight Portrait
« on: October 08, 2013, 02:34:22 pm »
I actually very much agree with your points on dithering. Ever since I returned to pixeling it's been something i've been more or less avoiding. My general ethos toward painting is to avoid rendering forms and more attempt to imply them (if that makes sense :s). I don't feel like dithering in general is particularly conducive to that form of shading.

That said I was in some what of a bind as to how to make that limited pallet work with this one, and I figured dithering to be the answer, fortunately helm has shown a really elegant way of handling the shading, something I tried my best to emulate in this edit;



There is still some dither in there, but I have tried to keep it marginal and can reduce it further if need be. Thanks again for all the wonderful comments. I am learning a world of stuff.

edit:
I was worried the harsh lighting might have ruined the nuance of the expression somewhat, so I added some quick variants. Which works the best? I honestly can't tell :x


139
Pixel Art / Re: C64 Knight Portrait
« on: October 06, 2013, 11:56:44 am »
@Facet & Jeremy

If this was more of a personal piece rather then a game piece for sure I would go a bit crazier on the colour ramps. Though i'm not sure if i'd be able to pick out ramps quite that good.

I think I'll probably leave the knight alone for now, not because the crits aren't relevant but because I can only work on these for so long.

So here is portrait 2 of 6, from knight to peasant girl.



She is still WIP, her torso and hat especially. But I'd love to get some more feedback on her. Thanks again for all the great responses so far!

140
Pixel Art / Re: C64 Knight Portrait
« on: October 01, 2013, 03:59:23 pm »
Ahhh thanks for the sharp eye ptoing! i've fixed those areas up.


I guess i'm ready to call this one done then :) i'll get to work on the next. Thanks again guys! i've learned a lot.

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