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Messages - eishiya
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1
Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« on: July 20, 2019, 05:29:39 pm »
Yes, it would be a lot of work. For that reason, I recommend roughly blocking in the composition and colours (and maybe lighting) and getting that to a point where you're happy with it before you put in any pixel-level work.

Even for a more grid-like layout, that would be beneficial. It's easy to get bogged down in details and accidentally ignore the composition of the scene and end up with something dull.

2
Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« on: July 20, 2019, 03:46:52 pm »
Here's a very messy edit to show what I mean about the scene not having to align to the grid:

I shifted things around to look like they were placed for convenience, rather than everything being parallel. This also makes it easier to give the scene a pleasant composition, since different parts can frame the scene and otherwise lead the eye around.

Since this screen not constrained by navigational needs and all that, you could treat it as an illustration of a place. You could even go further than my basic tweaks and have a perspective illustration where the player can feel more like they're in the space, rather than looking down at a model of it.

3
Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« on: July 20, 2019, 01:07:15 pm »
You're using solid colours for wood elsewhere, does that not look good enough for the wooden panelling?

The scene feels very open/spacious, which isn't what I tend to associate with submarines. The details are well-done and interesting to look at, but the overall layout of the place feels a little boring and drags the scene down. It's also all very regular and tidy, there's no sense of organic use or messiness/convenience. Will the player be walking around here, or is it more of a menu? If there's no collision to worry about, or if you can have collision that doesn't follow a grid, consider not having all the tables being parallel, have them at odd angles, perhaps curving around the exterior shape.

4
Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« on: July 20, 2019, 11:36:56 am »
This latest update loses a lot of the readability of the earlier versions because everything is so dark and there's very little contrast between different surfaces. I like the rimlights and dark mood of it, but you lost both some value contrast and a lot of the hue contrast by darkening everything. I think bringing some value contrast back would help a lot.

I noticed even in the very first post, the wood panels on the centre "stage" are more textured than any other surface in the scene, to the point of looking out of place.

This is probably too big of a thing, but have you considered having the window curve, either horizontally or vertically? Being so flat, it makes this place look like an underwater section of a building (typically blocky) rather than a vehicle (typically rounded).
The huge size of the window also doesn't help with the "submarine" look, I think having some reinforcing beams running across it would help it look more like something built to withstand the water pressure.

5
The captcha should go away, I can't remember the last time I saw one.

If the only change is the position of the gun sprite, then you might as well use one sprite and just change the gun anchor in the character's animation, so that the gun moves with them. That also would make it easier to have multiple guns or multiple characters who might hold the gun, since you wouldn't have to animate all their bobs :D

6
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 10, 2019, 01:15:06 am »
Hard to give a list, almost all the assets you've posted have some noisy bits that, in a perfect world, would be worth cleaning up. The parts that stand out the most to me are in the cockpit: the area around the round screen, the ceiling, the side-frames of the main window, and the orange bit in the bottom centre.

7
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 09, 2019, 08:08:58 pm »
Do you plan to do a clean-up pass on these? At a glance they look fantastic, but I fear during prolonged play it'll be much easier to notice the messy bits. But then again, during prolonged play, the hectic gameplay might keep one's eyes from wandering xP

Nitpick: the shattered glass on the fuel monitor and the one above it seem to have their cracks lined up, making them look like one monitor with a frame across it. If that's not the intent, I think offsetting or h-flipping the cracks on the smaller screen would work better. The two small monitors on the left have this same issue, but to a much lesser degree.

8
Pixel Art / Re: Pixelating Fire
« on: July 08, 2019, 12:21:20 am »
The new reds are an improvement, but the yellows and oranges feel duller and less glowing/fire-like now.

I feel your AA and general thinness of some of the intermediate colours make the fire look blurry, I think perhaps eliminating 1-2 colours and having sharper boundaries between colours would help. The blurring around the yellow part in particular makes it look like there's a rounded hard shape inside the flames, rather than like the hottest part of the flame.

9
Pixel Art / Re: Dragon!
« on: June 07, 2019, 01:28:38 pm »
Seconding daramon's comments about symmetry. Mirroring looks lazy in most cases. I think the paws and breath clouds could really use some tweaking to make them not so symmetrical.

I like the subtle changes you made to show the 3Dness of the head with the ears lowering and nose rising and becoming more foreshortened, it's very effective!

The colours on the scales feel a little dull, I think they'd benefit from more hue-shifting.

10
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 04:22:28 pm »
You can edit your posts, you don't have to double-post.


You probably won't need to create different sprites, you'll just have to come up with colouring generic enough to work for all of them. You could, perhaps, apply some palette swaps or a colour overlay though, to help ground the character colour-wise in the various settings.

You're right that on a planet surface, there will be scattering and thus softer shadows. Even if the atmosphere is thin or otherwise nothing like Earth's, the dust, and just light reflecting from the surface of the planet will serve to soften the shadows. Interiors often aren't that different from exteriors, aside from colours. Both typically have a dominant light source direction (e.g. from above) and perhaps some secondary light sources (bounce light from the ground/floor, maybe some extra lights in the environment). It would not be difficult to create shadows that work for all of these, by e.g. having a sprite lit from above. Since it doesn't look like your character will be doing any space-walks, you probably don't need to worry about having a stark shadow version.

The hard part will likely be, as it often is, making sure the character's colours feel like the character is in the setting that's around them, when you have a lot of different locations. With a white-ish suit, which is likely to reflect environmental colours, this may be tough. You can simplify things by giving all your environments the same dominant light colour. With clever design, this need not result in samey environments, as you can use different accent colours and different shapes to create different visual identities for each location. Alternatively, you can use palette swaps or colour overlays to make the character match environments with very different colour schemes.

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