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Messages - Johasu
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31
Pixel Art / Re: [C+C] 8x8 Roguelike Sprites
« on: February 10, 2015, 03:29:50 am »
Usually you want your sprites to be more saturated than the background elements that aren't as important.  The problem with using grey as sprite colors is that when you desaturate a color you move it towards grey.  So your sprites are going to seem more neutral space when you use grey colors on them.

You could always try something a little different and rather than working on trying to find a contrast point between shades of grey, you could adjust the bricks that are gray to something that works better with your sprites.

For example why can't your bricks be a dull purple or red color?

I did an edit toying with the colors. Brought the saturation on your sprite greys up and changed the environment colors to something that let them stand out more I think.
A lot of old games worked very hard to avoid grey colors on their sprites.  This is why you see so many blue/green/red sprites.  Those colors just pop out and are easy to see.
Not sure if this is anything you can use or if it helps you find a happy place but I will post it.

32
Pixel Art / Re: Mr. Tortoise
« on: February 08, 2015, 07:47:10 pm »
Yes.  I've done some odd anti-aliasing around the outside and top of his head without really realizing it. Probably a habit from working on a background color and not thinking about it when I used a transparency here.  Not really sure why I haven't noticed it.
Thanks for pointing that out.  I will put some attention towards breaking that up and making sure it's not such a uniform edging around his entire head.

(Edit: Made some changes to go with the last comment and cleaned a few things up.  Slight color adjustment to toy with contrast.)

33
Pixel Art / Re: Mr. Tortoise
« on: February 08, 2015, 06:38:24 pm »
  Progression: 

A bit more tweaking to the general shape of the head.  Angled the face and nose upward some more.   Dropped the odd nose colors that just weren't working for me.
Tweaked the colors just a tiny bit more and did a little general detailing and cleanup everywhere.

Plopped a progression animation in to show the changes overall and between each iteration more closely.

I'm getting to a point that I'm not sure what I can do to improve upon it.  My ability to envision improvements is diminishing.  Any input on that front?

34
Pixel Art / Re: [C+C] RPG base character sprite in need of repair
« on: February 07, 2015, 04:20:06 am »
I really think you are overdoing your color ramp a little bit and taking the AA too far.  You'v got probably one too many colors to accomplish what you want to do here.
Rather than having a dark color bordered by a lighter color bordered by a lighter color and so on until you get to your highlighted color, try to let one or two shade tones carry the form.
The sprite is really too small for that much variance to each form, in my opinion.  So your body segments look really rounded and poofy.  Sort of like those muscle suits that people where http://www.fancydressmagic.co.uk/img.ashx?i=/images/products/5052_big_120805202349.jpg

Try removing one of your darkest 2 colors or adjusting the use of it and allowing your 2 middle tones to carry your form. 
I also think your faces are a bit too busy.  That heavy dark color on top of the head and between/around the eyes is taking all the color out of them and basically just masking the personality there.
Take the shading down on the face.  Let the eyes pop out.


35
Pixel Art / Re: Mr. Tortoise
« on: February 06, 2015, 11:19:39 pm »
  color swap to help me look at highlighting/color problems -->
Toyed with the colors some as was suggested.  Minor adjustments to pull the highlight down a bit but also reducing the general contrast between some colors and increasing it between a few others.  Felt like some of my highlights were too saturated and some of them were the opposite case.  Thought maybe the color swap would help me work around the color problems so I tried that out.  Ended up removing the total colors by 3 or 4 shades that had shown up accidentally during the process.
Adjusted the nose positioning and widened it a bit.  I'm still struggling with getting the nose to feel like it's jutting out so sharply from the face like the references.
I need to pull the eyes inward and get the brows to really jut out more.
The highlighting on top of the head has probably inhibited me quite a bit on that front.  I'm thinking about bringing the angle upward on the face so that there is less dome showing.

Took a few minutes to try to alleviate the line across the face between highlighted top/shaded underside.  I've been intentionally avoiding doing a lot of texture and clean up on it but I did spend a minute or two taking out single pixel noise here and there to help the shapes stand out. 

Thoughts on general improvements I can make from here before proceeding?  This project is turning out to be a really strong practice piece for form, shadow, and texture.

36
Pixel Art / Re: UPDATE: Pterodactyl Mobile Suit Design ~ OCTO FORCE
« on: February 06, 2015, 02:26:27 pm »
You are free to take or leave whatever advice you were given.  But you did come asking for critique.

Speaking to the business sense of your endeavors, it is important to remember that time and efficiency are not the only aspects that apply to profit.   If the visual portion of your projects have low standards many people will expect the other aspects to have low standards as well. (Music, programming, well thought out development, etc.) Presentation is important to generating income, if that is your goal.

People are first drawn to the visuals in games and then look for more, in most cases.

It's also wise to remember that your personal interaction with other people is also a portion of your company's standards.  If you can't maintain civil and balanced communication with others you will often find yourself the target of criticisms.

37
Pixel Art / Re: Mr. Tortoise
« on: February 06, 2015, 02:12:46 pm »

Thanks Decroded.
Cool reference picks.  My original reference had a very strong top down lighting and that is why I've gone with the bright glare on top of its head.  I will take a look at them and consider my lighting approach.

I'm really hoping the eagle likeness is lessened by adding a neck.
Several iterations on it.  First one felt too highlighted and poofy.  Shrank it down and then receded it with darker shading and highlights.
Thoughts?
As far as my palette goes, I'm open to changing it but I'm also kind of enjoying the one I have.

38
General Discussion / Re: Preventing Eyestrain
« on: February 05, 2015, 02:51:42 am »
Then don't.
I can't quit my job.  >__<

But, I am really working on trying to get away from it a bit more than I have been.
I will check this Work Rave setup out too.  Thanks.

(Update on F.Lux:  It's great.  But totally true that I couldn't use it on anything color focused at all so it will be a nice easer for down times and when I am working with text and correspondences.  Thanks for the resource find guys.)

39
Pixel Art / Re: Sword and shield
« on: February 05, 2015, 12:48:45 am »
You can always use Graphicsgale to quickly sample the palette out if you are looking for stray pixels and that will give you an idea of where the extras are.
If you see 10 of the "same" color on the palette you know where to look.
A simple fill with 0 tolerance will quickly find the stragglers.

40
Pixel Art / Re: Mr. Tortoise
« on: February 04, 2015, 11:33:42 pm »
  Reference:http://i.imgur.com/3ZHWfLE.jpg

Still working on this.  Trying to bring him closer to the real thing.  Not worrying so much about detailing until I have the proportions and form down.
Mostly focused on the shape of the eyes, nose, and mouth still.  Positioning of them as well.
Brought the shape of the head less outward as it descends.

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