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Messages - heyguy
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21
Pixel Art / Re: tree in purples C+C
« on: April 09, 2018, 07:51:04 am »
Interesting design! This looks like it was tedious work, all those leaves ~ :lol: It does have an unfinished look due to the highlights being only on top and the outline around the leaves. I do like the idea of a purple elemental tree though! Would love to see how this turns out!

22
Pixel Art / Re: wip spaceship for shmup
« on: April 09, 2018, 07:44:59 am »
I really like the ship design for the first one!  You can really make out all the different parts and you can make out a depth to the model in motion! I don't like the color scheme on the second one though, it sort of blends together. I'm sure it'll look nice in motion though! What is this an animation of? How will it be used it game? I might experiment with moving the plane up and down a pixel while moving.

23
Pixel Art / Re: [WIP] Critique and help for a first bigger drawing
« on: April 09, 2018, 07:33:41 am »
Yah I think the black outline makes things look a bit flat. Actually painting the lighting around on the model (instead of outlining it black) correctly would help. You can add the black outline afterwards again. Good advice by serlatum too, the blue runes should cast light onto parts of the gate. One more shade of darkness in the shadows might help give the piece depth. Would this asset be for overhead or side scrolling game?

24
Pixel Art / Re: [WIP] [C+C] Platformer forest level mockup
« on: April 09, 2018, 07:19:58 am »
Looks good, keep it up! Experiment with adding some light detail (rim lighting, etc) on the middle ground. Also I'd say just make the rocks straight instead of bumpy (for easier wall sliding). You can make the rocks on the inside vary in size to replicate that "bump" effect.

25
Pixel Art / Re: my noobie pixelart
« on: April 09, 2018, 07:10:14 am »
Agree with Retronator! I like your unfinished male head and unfinished tilemap. Maybe you should concentrate on a specific project and post it on here for feedback!

26
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: October 31, 2017, 10:53:34 pm »
Thanks for the feedback everyone. My previous work was lacking focus and was too early. It's still a heavy wip but I think it looks better. I've started detailing the mausoleum. Still unsure how to proceed overall, pixel art or painted soft low res textures. Anyway, I 'd appreciate any feedback you all have for my new iteration. I'd like to bring this into Unreal 3 or 4 which is why I haven't done too much lighting work in Maya. Does anyone know if I can have 3 layered textures on one material in Maya? I'd like a dirt layer in the terrain. Thanks for checking out the post!






27
2D & 3D / Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: October 22, 2017, 05:22:57 pm »
Hello all! I really love the PS1/Nintendo DS graphics and I want to create an small environment replicating that 3D style. Low poly, lots of chunky pixels, dithering, alphas, etc. I originally wanted to create something isometric (like Final Fantasy Tactics) but I sort of lost myself. Now I imagine this being some sort of 3rd person adventure game like Phantasy Star on the Nintendo DS. I'd really like some feedback on my idea and how it's shaping up. Ultimately, I'd like to display this finished piece in a portfolio.

A post on Neogaf sort of inspired this project. Can't find the post but here's an amazing folder about the topic, High res Nintendo DS games!

https://imgur.com/a/ORzki#0

So it's still a pretty early work in progress. I'm missing things like lanterns, scones, and other useful graveyard props. Models still need reworking. Still working on many textures. I read online that the Nintendo DS could push up to 4000 polys. I'm aiming for 4000 while creating this piece. Right now, I feel I have more of a PS2 levels of geometry on the cliffs and ground but I've got polys to spare. I think I might be painting the textures too detailed. Textures map range for 64*64 and down. Some maps for trees are bigger. Too noisy for a DS game? I also think the ground seems a little to sparse.  What does everyone think? Thanks for looking!







28
Pixel Art / Re: [WIP][CC]NES Style Level Environment
« on: June 11, 2017, 09:15:38 am »
You can up the darkness and depth without making the background fully black by adding shadows and increasing contrast.


Wow surt! That looks amazing! Thanks so much for the edit! Seeing your shading and how you use NES colors inspires me to stick strictly to NES limits. I really need to rework some stuff.

So about the shadows... I actually did add shadows to a previous iteration. I removed them because it was going to be very time consuming painting in correct shadows everywhere through the entire game. I really wanted to create a few tiling backgrounds and use those throughout the game. I definitely prefer how shadows give the scene more attention to detail though. I think I might be able to split the difference...somehow. I can create a background with straight, simple ceiling shadows and paint stuff like shadows from extended tiles on another in-engine pixel layer. Still might be time consuming.

I mean, it looks more like you recolored Metroid tiles than actually did your own art.  I see the Metroid doors and from there I'm not sure what's yours and what isn't...

Really? I think it looks fairly different from recolored Metroid tiles. Both scenes.



All art is mine, made in PS and PyxelEdit. It is Sci-fi Metroid inspired though. 100%. And yah, I pixeled "Metroid style" doors. I like the way they transition from room to room. They also work in-game exactly like Metroid doors too. Shoot and there's an opening animation.

29
Pixel Art / Re: [WIP][CC]NES Style Level Environment
« on: June 10, 2017, 12:06:04 pm »
Hey surt. Somewhere along the art process I decided to experiment and break NES color limits in certain spots like in Shovel Knight. I'm still not sure if I'll keep the look though. I just thought it looked a bit more interesting. By ceiling tiles, do you mean the orange on the yellow tiles? Yah, I think that was a mistake maybe. Here's what the level looked like with less color and trying to use black as a background.


30
Pixel Art / [WIP][CC]NES Style Level Environment
« on: June 10, 2017, 07:32:54 am »
Hello all! I'd really appreciate some critique on what I'm working on. I'm making a game and this is one of the rooms in my Metroidvania game. The game is NES inspired and I'm keeping the color palette within NES limitations. I've created a really large tilemap to create a variety of different looking rooms and this is one combination I came up with.



This is a view of the entire room. The blue robot is a patrolling drone. The silver/gold robot is the main character. The actual resolution of game would be 400x224 so this is what you would actually see on screen.



Would appreciate any and all comments! So I originally wanted the game to look darker, like Shatterhand or Batman on the NES. Black backgrounds and tilemaps that trailed off into blackness. I was having trouble making the tilemap trail off into blackness artistically and I didn't like how the black backgrounds interacted with the black in the characters. Decided I'll have dark backgrounds but not all black. I feel like the currently background is too light though. Right now I'm having trouble creating a variety of backgrounds that will tile pleasantly throughout my entire game too. This current background was custom made for this room and it took some time. Anyway, thanks for looking!

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