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Messages - heyguy
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11
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: April 27, 2018, 06:59:40 pm »
Thanks so much for the great feedback pistachio! That folder (and especially Phantasy Star Zero) is definitely an inspiration for me! PSZ definitely looks more cohesive than mine. I feel they have a greater variety in colors which is something I need to add to my scene somehow. I think I've read a lot of DS scenes have a poly limit of 3500. Right now I'm 7785 so I need to optimize a lot to maybe make things look more like a DS game.

So I think I want to have two different scenes, a day and night scene. One will be day, either foggy/overcast or clear. The other will be night time. Same textures, maybe a different skybox, maybe less fog, drastic change in lighting, etc. I'm debating between foggy or clear because even though I like the foggy atmosphere, I don't really like how the fog looks in Maya. I think it might be more nicer to see a painted skybox with a background.

I'm not sure about upping the resolution. If I do, it could lose the PSX/DS chunkyness to the pixels. I actually painted the terrain textures at a higher res and scaled them larger in Maya. Here's a pic with the grass/dirt at the correct UV scale and how I currently have it. I feel it loses the "implied" look a lot of pixel art stuff has.




I thought you brought up another texture-related issue, how the resolution of the grass sprites and the lantern looked odd compared to everything else. Maybe you edited it. Anyway, I feel like grass, lantern, bushes and other small props look strange. Maybe they need AA or they need to be a higher resolution. Maybe something else? I do think changing the resolution of the terrain makes the grass, bushes, leaves, and other small nature props mesh better. What does everyone think about the small grass sprites littered through the scene?

Still working and hope to update this in a few days.

12
Pixel Art / Re: First Post; First Animation Attempt
« on: April 23, 2018, 03:31:23 am »
Yep, the animation is not working!

13
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: April 23, 2018, 01:41:26 am »
Thanks a bunch for the feedback guys! Now that it's mentioned, the crate and barrel do  seem pretty saturated in an unintended way. I'll rework the colors and try to add a bit more detail.

So I still haven't started on the textures for the wagon or stone posts. I'll start on that next! I feel the short stone wall along the path doesn't fit with the scene. I'm thinking a metal or wood fence might look better. Thoughts? I'm probably going to change the wagon to something more interesting too. My idea was to make a gypsy carriage instead. More colorful and could still fit in the graveyard setting. Anyway, will post an update soon!

14
Pixel Art / Re: Night Landscape
« on: April 20, 2018, 01:44:45 am »
This seems to have less detail than the first. I like the edit of your first image. I think you need a clear foreground, middle ground and background for these pieces to look full and complete. Rim lighting like Mystery mentioned sounds like it might look good, especially on tops of your new buttes.

15
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: April 19, 2018, 10:31:10 pm »
Hey folks! I think I posted pics for this project way too early before. I had no solid artwork and then got side tracked with life. I really want to finish this project though! I've been working on it for a month or so and think I have something decent to present. I'd really appreciate any and all critique.









I reworked most of the scene. Thanks for all the suggestions guys! Main things are:

-added 2 textures to the ground
-more finished assets/models
-painted textures instead of trying to use photos
-vertex painted and used alpha planes to create the shadows
-added fog and fog alphas for atmosphere (not sure about either)

I'm aiming for Metal Gear Solid or Silent Hill levels of "realism" to the pixel art. Right now, I'm struggling with finding a balance between sparse and busy. Originally, I wanted this to be a creepy, abandoned graveyard. Not sure if a bunch of small low poly grass and plants would look good though. The big hedge in the background is supposed to be a wild hedge that was never cut/tended to. The texture isn't done but overall the entire asset might need to be reworked/replaced. Some texture tiling issues exist too.

Also, I'm not sure how I feel about the all different shades of gray in my scene. The tombstones, mausoleum, cliffs, walls and rocks are all different shades of gray. Eventually I'm probably going to model a new mausoleum as this one seems kind of boring.

Anyway, thanks for looking. I'd really appreciate any feedback, like suggestions for props that would complete the project, edits I should make, whatever. Happy pixeling!

16
2D & 3D / Re: What's wrong with this.
« on: April 19, 2018, 06:03:34 am »
It would definitely help having reference for an angle like this. I'd say it's hard to draw something so foreshortened without lots of practice! I guess this is practice though. If you can take a picture of a friend or have someone take a pic of you, do it! Finding reference online would help too.

I think anatomically, your lady has very broad shoulders. Another problem is the position of the head, unless she was looking upwards, you wouldn't see her face as clearly/flatly. Drawing her looking upward accurately could get tough!

I tried to make an edit but I'm not entirely happy with it. It's a tough angle to get right! I'm sure another artist will edit something nicer! Anyway, drawing a figure (or something else) in this angle is often called 3 point perspective. It might help googling it and seeing other examples.



Also, here are some pics I found that have a foreshortened angles similar to yours I thought were cool and could help.

https://pre00.deviantart.net/425e/th/pre/i/2015/365/c/0/extreme_top_down_bird_s_eye_perspective_by_senshistock-d9m2njf.jpg
https://i.pinimg.com/236x/ea/68/c7/ea68c75d944a021fdb57fe6d8ffe7d32.jpg
https://imgs.steps.dragoart.com/how-to-draw-female-figures-draw-female-bodies-step-7_1_000000104031_5.png

17
Pixel Art / Re: WIP: Motel Scene (Looking for criticism)
« on: April 18, 2018, 09:09:56 pm »
Good critique by others! The first thing that stood out to me was the lack of shadows. The balcony would cast shadows down onto the sidewalk. Good edit too with regard to the sidewalk. Pushing out the roof shingles to stick out a little would also help with the straight edge. The roof shingles might cast a bit of a shadow too.

Your trees don't match the "realism" of your scene I think. I'd say you need a tree that is as tall or taller than your hotel. Your people are bigger than your trees! If you were trying to capture a Pokemon style, I think you went too big. I like this though!



Street sidewalk being so small compared to the motel seems odd to me. I'd also say that the transition from motel to nature seems quite sudden. The context would matter though, is this in a small town (other establishments, neighbors nearby?), off the highway by itself or something else. I do agree that a motel would have a side or back for dumpsters.

18
Pixel Art / Re: My first pixel-art character!
« on: April 12, 2018, 10:06:29 pm »
For your first character, I think it looks pretty cool! Reminds me of the Kratos! I'm no expert but I'll give you my thoughts.

I think you should change the brown on his skin to a lighter flesh tone and maybe even add one more skin shade. Right now it's too dark and you've lots of brown there anyway. Instead (or maybe in addition to) of giving him abs, I'd experiment with shading more defined pectoral muscles. I'd also experiment with making the legs one pixel thicker maybe. Good luck!

19
Pixel Art / Re: 3/4 head view
« on: April 12, 2018, 09:31:11 pm »
I feel like it could use more defined nose, eyes and jawline. Maybe less straighter eyelashes depending on what expression or style you're going for. The flesh tones you've picked look good to me. Are you using a reference picture for this drawing?

20
Pixel Art / Re: Help a Beginner Out!
« on: April 09, 2018, 06:40:14 pm »
Same, don't see anything.

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