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Messages - DatMuffinMan
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81
Pixel Art / NES Cave mockup
« on: July 13, 2014, 05:23:36 pm »
Decided to have another go at NES things, and so I started a cave mockup. I think I'm getting the hang of platform tiles, but I still need to add more things to make the environment interesting, and that's what I need help with. I'm not sure what else to add besides variations of the rocks, although I want to have a kind of transition between the black inside of the cave and a blue sky (same palette as the waterfall). Any help with this would be great :)

Tileset thus far -


If what I wrote about the cave-sky transition is hard to understand, what I had in mind was something along the lines of the darker bushes in Indigo's mockup - http://www.danfessler.com/portfolio/pixelart/skid_mock4.png

82
2D & 3D / Re: Official Anatomy Thread
« on: July 11, 2014, 01:56:32 am »
another one



The best recourse in the world is finding a local life drawing class. They can be quite cheap if you find the right ones, 5 or 10 dollars for a few hours untutored  :y:.

I used to take drawing lessons, but didn't find them very helpful, since I could learn about as much by practicing online and getting feedback from others.

83
2D & 3D / Re: Official Anatomy Thread
« on: July 10, 2014, 11:31:08 pm »
Also did a couple of posemaniacs sketches. first time trying anatomy anyway, thought I should get better at it. Do you guys have any other resources (other than loomis books) for getting better at anatomy in general? thanks :)


84
Challenges & Activities / Re: The Daily Sketch
« on: June 19, 2014, 02:03:59 am »
yay, first post here :)


85
Pixel Art / Sonic NES remake
« on: June 01, 2014, 03:08:48 am »
Title explains my goals for this; posting here to know how close my current tiles are to following true NES restrictions. The 4 bg palettes are included.


86
Assuming it's too much work for the programmer, I think a floating HUD makes for a nicer look overall. The sprites you drew are very 'clean' and modern, as is the bg, so some simple icons overhead would complete the feel.

87
Pixel Art Feature Chest / Re: Night Shop
« on: March 01, 2014, 03:27:56 am »
I think I see the problem, though I may be wrong: the roof on the top (pointier one) hangs over the wooden columns on the edges of the house, thus making it seem more like a normal roof. The roof hanging over the empty space, however, does not, which (might) make the perspective hard to visualize.

Also, you can see much less of the sides of the shingles up top than of the sides of the wooden 'logs' on the lower roof.

88
Pixel Art Feature Chest / Re: Room interior; RPG-view (help on shading)
« on: February 04, 2014, 09:42:18 pm »
The stairs do look better in my opinion, but something still seems weird about them - I can't convince myself to see them for what they are meant to be. This might interfere with the modern look of the rest of the room, but perhaps have them form an actual stairway (like standard wooden ones, with vertical 'steps' connecting the horizontal ones), and then have the vertical ones darker than the horizontal ones to show the difference in orientation.

On a side note, everything looks so pretty next to the other objects; palette, design, layout, all look really nice!

89
Pixel Art Feature Chest / Re: Room interior; RPG-view (help on shading)
« on: February 03, 2014, 07:41:11 pm »
Perhaps make the stairs overlap the white border on the tap to make them seem as if they're leading to a higher level more?

90
General Discussion / Re: NEW CLUSTER STUDY THREAD!
« on: January 24, 2014, 03:43:57 am »
oh no, that was not refined at all, just a sloppy outline. As for increasing the minimum, I assume you mean the minimum cluster size, which does work, yet loses a lot of readability texture-wise. I'd definitely agree with the meaningless-ness of managing clusters on larger pieces; it's neither challenging nor productive. I'll try to do the same on a smaller version of the apple later.

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