Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Phoenix849
Pages: 1 ... 3 4 [5] 6 7 8

41
Pixel Art / [WIP] Mad Max: Rise of Furiosa mockup
« on: June 21, 2015, 09:44:28 pm »


Was making this for a small russian pixel art competition. Deadline was today, so I call this version 1.0. But there are tons of things I don't like, so I'll continue working on it from time to time. I plan clouds, forward (dark) ground detailing, refining characters, new ladder, palette corrections and many other things. Meanwhile some feedback would be great. I've stared into this fo far too long already.

Cyangmou also offered to use running pose for Furiosa, but I'm pretty bad with this, will se how it goes. A bit tired of this piece overral.

42
Pixel Art / Re: [WIP][C+C] Portrait for a friend's birthday
« on: June 19, 2015, 05:19:18 pm »
Thanks for the crits guys. Color tweaking and different horns didn't work out. Was mostly doing polishing work.

Today is her birthday, so I finally stopped working on it. She liked it, so I'm happy :)


43
Okay, you, Phoenix, are amazing, how much would I need to pay you for graphics for a game most likly going on steam greenlight when it is finished.
Hello, this is way too general question, it very much depends on the job. You can drop me a mail with details.

44
Pixel Art / [WIP][C+C] Portrait for a friend's birthday
« on: June 09, 2015, 05:13:57 pm »
Hi, good people of Pixelation.

I'm making a pixel portrait of a friend for her birthday. I'm not good with people, so it's just a direct overpaint:



Here are the original picture and photoshop cutout filter (btw am I wrong for using this as an additional reference?).

Everything is very much work-in-progress and will be refined (AA and stuff). Right now I'm mostly struggling with skin colors. Face seems too "flat" to me. I'm not much of realism fan, trying to find more stylized color scheme that will fit.

45
Small update, available for hire.

46
Pixel Art / Re: The world of Siralim (huge tiles compilation)
« on: May 07, 2015, 10:01:18 pm »
Thanks so much for the feedback guys, I appreciate it! This was based on old tilesets for the game I've revamped completely, so interactible object sizes was mostly dictated as 1 tile. I would done some things differently now, but in general I can't believe it's all my work, so much put into this. I didn't include some less exciting tilesets and objects however.

Snow tileset was the first one, my skills went a long road from there.

47
Pixel Art / Re: Ludum Dare - Elem3nts - Ruined path environment
« on: April 26, 2015, 01:12:05 pm »
I agree that tiles are too busy for the eyes. Saw this on deviantart, and characters are lost on background. I'd tune contrast down a little.

48
Pixel Art / The world of Siralim (huge tiles compilation)
« on: April 25, 2015, 03:12:10 pm »
Game tilesets I've done for Thylacine Studios during summer 2014 winter 2015. Mistakes were made, lessons were learnt, but overral it's my largest and favourite work so far.

Siralim is a turn-based RPG with roguelike elements for Windows, Mac, Android, and iOS. Also available for Steam now:
www.siralim.com/



Obviously, I won't redo anything now, but some feedback could be nice.

49
Pixel Art / [C+C][WIP] Assassin's Creed: Unity NES demake
« on: March 27, 2015, 07:58:45 pm »
Hey, guys! Got this idea and thought it could be fun to pixel.

1. I don't usually draw mainstream games art, and haven't even played Unity. So that's a bit of a challenge for me as well.
2. Not a big fan of NES, and this is the first time me working with NES restrictions.



That's what I made this evening. Wanted to avoid the usual "backgrounds fading to black" trick. Width is bigger than needed because I plan to make nice parallax scrolling with houses in the middle. As far as I can tell I currently meet restrictions, but it looks pretty boring. Palette choice is not optimal as well. Hope we have some NES wizards here, I could use a bit of advice.

50
Pixel Art / Re: Shmup background animation.
« on: March 26, 2015, 10:16:38 am »
Well, I don't think getting "closer" to background even makes sense in space.

Pages: 1 ... 3 4 [5] 6 7 8