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Messages - pyxelbit
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2D & 3D / Drone Boy™ - User Interface and Animation Practice
« on: April 08, 2019, 02:13:51 am »
Did this today, kinda random but im happy with the result :D

Full set on my Artstation:

thanks a lot for the in depth feedback  :)

im still trying to figure out how to do the wood, leather etc. parts. i want it to look sharp and a little stylized - i might need to add 1 or 2 more colors for some more shading. but im a bit reluctant to add another color, 10 seems enough  :D

i changed the grip of the pistol a bit (needs some cleanup), do you think thats a bit better? still doesnt read as wood apart from the color, but i think that might be good enough

i am not sure where to go with this yet. i keep adding stuff, but i think i have to cut some things. i added a captive bolt pistol for example as replacement for the wooden stakes.

im thinking about putting it together as a inventory screen from a fictional game or in a box like one of the fake "victorian" ones like this

not sure about the presentation of some many different things in one image :blind:

still very wip

Pixel Art / Re: [Feedback] [CC] FE style game sprites and animation
« on: March 06, 2019, 01:27:01 pm »
i think theres a checkbox that says "crop layers" when exporting as a png. uncheck and it should prevent the trimming.

you can reverse all frames in the timeline panel menu with a single click btw :P

Pixel Art / Re: [Feedback] [CC] FE style game sprites and animation
« on: March 04, 2019, 01:04:07 am »
in the timeline panel menu in photoshop: "flatten frames to layers" (only if you not already have every frame on a single layer)

file > export > layers to files

should do the trick i think

there are also some spritesheet scripts for photoshop, this one for example

Pixel Art / Re: [WIP] Underground Passage
« on: March 03, 2019, 03:11:53 am »
yes, the second one looks flat and everything is really noisy.

and i think the enviroment looks a bit unbelieveable. a huge passage but also like a sewer with pipes, and torches like 5 meters up on the wall. if you want to go for that secret passage in the sewers vibe it should be dirtier with lower ceilings etc. imo. and sewers usually have flowing water between small walkways, pipes everywhere

2D & 3D / Re: [ Traditional ][ WIP ] Yggdrasil
« on: February 28, 2019, 12:22:21 pm »
interesting take on yggdrasil.
a uniform lightsource would really bring out the forms i think.
a few more branches and perfect circles on the orb thingies and some shading that make them look more round and it would be perfect.

Pixel Art / Re: A Casbah tile for a tile-based game
« on: February 28, 2019, 12:00:24 pm »
Thats a nice idea for a game and a good start with pixel art.

I think the dimensions look a little off, for example the size of the fountain compared to the wall. Or the path and the grass tuffs. I doesnt look like a massive castle to me.

More brownish colors and different vegetation appropriate to the climate would be good too.

And the style of the wall itself looks more like a european castle wall to me, afaik islamic architecture is really blocky and geometric. I think this one in tunesia is kinda similar to the one in algeria:

edit: there some really interesting maps from that time, maybe they inspire you. for example this one:

Pixel Art / Re: ninjavivi's corner
« on: January 24, 2019, 05:07:00 pm »
I wanted to add, and sorry if it's already obvious, but whenever you intend to use a limited number of colors, it's better to work in "indexed colors" mode rather than truecolor (RGB) mode. This means that at any point in time you can change one color "in the palette", and it will affect everything you have drawn so far using this color.

i think photoshop doesnt allow layers when in indexed color mode. the color bucket works as good for changing one color when you uncheck the neighbor only box

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