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Messages - Cherno
Pages: 1 [2] 3 4 ... 12

11
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: October 22, 2017, 08:48:22 pm »
Everything looks flat, how about a directional light?
The small cliff in the grass looks considerably lower res thatn the rest.
The crypt texture looks out of place since everything has a more pixel art lok to it while this one looks tool-assisted with the smooth AA on the circles.

12
Pixel Art / Re: Trouble with isometric shading
« on: October 11, 2017, 10:43:43 pm »
If you want to keep the color count down, you could also try dithering to get more shades out of less colors.

13
What it says in the title. I am looking for "top-down"/"2.5D"/"3/4 View" games (class JRPG perspective like A Link to the Past & The Chaos Engine) that feature low-resolution / pixel art character sprites which are drawn in a more realistic way, not Chibi style with the huge heads like in A Link to the Past and pretty much all the other Japanese RPGs. It's ok if the sprites are stylized with broad bodies and slightly bigger heads; at this resolution (between 32 to 64 pixels high) it's unavoidable to a certain degree.

So far I have:

Metal Gear (NES)
Dragonstone (Amiga)
The Chaos Engine
Dark Sun


14
Pixel Art / Re: 3/4 perspective wall tile troubles
« on: July 26, 2017, 07:18:43 pm »
If you add a diagonal shadow to the ground you can at least hint at the building shape and wether it is two one-story strips next to each other or a two-story building.

15
General Discussion / Re: Sprite consistency in all 4 directions
« on: July 20, 2017, 02:19:53 pm »
I genrally use a 3d model rendered from different camera angles. This helps get the proportions right. It requires a suitable model, program, and the skills to use it, so it might not be for everybody, but it helps me a lot because I only need to trace over the rendered image to block out the major features while ensuring that the sprite is consistent from all angles.

16
General Discussion / Re: Making a Rotating Planet
« on: July 09, 2017, 12:11:35 am »
I would create a 3d sphere and map it with the texture in a 3d modeling application, then use this as a reference.

17
General Discussion / Re: I want to learn pixel art.
« on: June 30, 2017, 09:11:59 pm »
Imitation is the sincerest form of flattery. When you are starting out, just take a tile or sprite you like and look at it, try to find out how the artist arranged the pixels, which colors he or she used, how the graphic looks zoomed in and out, and so on. Find out what kind of style you like, which resolution and sprite sizes you prefer, and then take a piece as inspiration and try to create something similar, modify it a bit, and learn.

18
2D & 3D / Re: 3d isometric pixel perfect voxels in unity
« on: June 23, 2017, 10:59:49 am »
I see at least three shades of blue on the truck.

The grass can be simplified by having one large ground plane since there are no areas that go below ground level, and only the "grass blade" voxel towers need to be on their own. This will lower the the triangle count be a good amount.

19
Pixel Art / Re: Fantasy Miniatures
« on: March 26, 2017, 10:33:29 pm »
The Chaos Warrior is heavily armored, so add at least one pixel thickness to arms and legs :)

20
Portfolios / Re: [PORTFOLIO] Pixel and 3d-artist
« on: March 21, 2017, 08:44:55 pm »
The last image look interesting, where is it from? :)

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