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Messages - skittlefuck
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31
Challenges & Activities / Re: The Daily Sketch
« on: January 03, 2017, 08:34:07 pm »
@wolfe Thanks! I've been keeping an eye on your posts on this thread too, great stuff :D

wip

32
Challenges & Activities / Re: The Daily Sketch
« on: January 03, 2017, 05:09:50 am »

33
Pixel Art / Re: Too bright colors?
« on: December 14, 2016, 11:20:49 pm »
Maybe stick with the current colours you got right now if you're happy with them. Just keep updating this with what assets you're going to stick into the mockup, I wanna see how far you take this  ;D

You're right about minish cap, they have a similar brightness that is shared with this mockup of yours, but all the assets that are on each screen sort of tone down it down on their own when you have things like dirt walls, water etc. Just throw more thingies into the mockup \ o /

34
Pixel Art / Re: Too bright colors?
« on: December 10, 2016, 02:38:20 am »
Tried my hand at an edit. I feel like more than it just being very bright, it's that everything is so saturated, even the shadows so the attention is being drawn everywhere on each individual asset, feels like it's lacking a certain contrast of saturation. I think you should maybe de-saturated the shadows. Also maybe darken the buildings, they feel too bright to be stone, or at least they don't stick out very well from the grass since they share similar values imo.

Like washk said, everything I've seen you do usually is very bright -which I love! But I do think for this it's just a overall lack of contrast with how the saturation is



I suppose low contrast shadows do seem to be something that differs from your style, maybe try fooling around with high saturated shadows, lower the sat on the midtones and keep high saturated highlights for the foliage?

Another way to solve your problem without changing the saturation to drastically is to maybe just push the shadows more on the assets? I noticed that for especially the buildings, they have the same amount of light striking both the front and top, same sort of goes for the trees -sort of drowns them out when the light is hitting them like that.


35
Pixel Art / Re: Need help with 16x16 2-bit color space man character
« on: December 07, 2016, 07:37:58 pm »
What mysterymeat said. No hate tho, just keep posting and others will be sure to chime in.

36
Pixel Art / Re: Need help with 16x16 2-bit color space man character
« on: December 05, 2016, 07:02:46 pm »
Small edit for you if you're still checking in on this thread.

37
Pixel Art / Re: [WIP][C+C] NES Palette Background
« on: November 15, 2016, 05:11:36 am »
would recommend throwing in a lot more smaller buildings, seems very sparse right now. If NES restrictions allow it, I think adding one more dark blue to the mix and using it to make the building fade into a darker colour as they go down would do a lot of good.

As for the clouds, I think keeping them as small and spread out as possible would be the best, it's looking too busy imo.

38
I think that there will be a whole lot of nitpicking since the bigger picture of minish cap's art direction is really well done which is why I don't think many people are contributing to the thread.

That being said, fuck the bushes in this pic.



edit for fun, may not be as good but I still don't like the dithering on the bushes.

39
Challenges & Activities / Re: The Daily Sketch
« on: September 03, 2016, 12:46:17 am »
Started digital painting 3 days ago, it's really amazing. Still needs a lot of cleanup

40
Pixel Art / Re: A monster egg.
« on: August 31, 2016, 11:45:45 pm »
If the creature is inside the egg, don't be afraid to have some aspects of the shell/membrane cover it.

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