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Topics - Johasu
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Pixel Art / [WIP] Platform Terrain Set and Mockup C+C Request
« on: November 22, 2013, 10:54:15 pm »
A project I have been working on some to hone my pixeling skills.  This is a tile set for a sort of platformer area.  Including both a mockup and the actual tileset as it is so far.  I'm looking for some advice, input, criticism, and/or feedback on the tile set as a whole and individual pieces therein.
To be clear on a few things to start with.  I built this on 64x64 size tiles.  (Not sure why/I just started pixeling away and that was how I ended up breaking it into segments.)  I am aware that there ARE a few areas of incompleteness on the tile set to complete every possible thing you might need. [For example: conjunctions with the drop through floors and various wall segments and a more complete set of water tiles.]
First the Mockup:

The Tileset for a closer look:

It's definitely a work in progress at this point and I have left a few things sort of messy out of curiosity. I have questions I would like to ask those with keener eyes, heavier experience, and sharper skills.
1) I have a darker tone in the top surface of the floor.  I used it to attempt to show deeper cracks between the rock.  Would it look better without this darker coloring?
2) My background?  Is it too noisy?  Does it clash blend too well with foreground tiles?
3) The forefront/visible edges of the walls are an intermingling of softer cracks and deeper outlined division of the stones.  Which looks better?  The slope for example has a lot sharper contrast division between stones than the flat floor.
4) The vines.  I had a comment that they appear beveled with the rapid shift form highlight to shade.  What can I do to fix this?  Two shades?
5) Is there anything glaringly apparent that is badly done that I am unaware of at this point?
6) I worked with an odd sort of lighting on the top level of the ground, where I tried to highlight the foreground and even the furthest background of the stones while leaving the middle ground where the sprite walks with a bit of a solid darker tone.  Is this just messy or does it look good.  I bounce between opinions on it myself.

Basically I want an overall critique of the entire set.  But any part or piece that anyone feels like rippin into please do.  I am in this primarily for the practice and development of my skills and any growth I can squeeze out of it is fantastic as far as I am concerned. After critique more on the tiles than the sprite, but comments on that are welcome too :)
Fire away boys and girls. I am looking forward to making this thing glisten!   :lol:

Pixel Art Feature Chest / GR#143 - Blacksmith - Sprite Process
« on: November 01, 2013, 04:56:04 pm »
Hello all,
I have been watching this forum periodically for a while.  First posting.
New to pixel art and hoping to get some helpful tips and advice here.  Feel free to criticize and point out flaws or better ways to do things.
I started working from a white page and used only black to draw the figure.  Spent a few hours on this (yes hours I'm terribly slow and use a mouse) and decided to move towards coloring it (terrible at this as well).
I worked hard to choose ranges of colors that I felt would lighten, shade, and give depth to the figure.
I particularly like the hat, body, and beard.  However, I feel like I don't know how to improve the flat paneled hammer or the blotchy feeling pants.
Advice is greatly appreciated.

Current Progress  [Still WIP On Scene]

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