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Messages - Prism
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31
Challenges & Activities / Re: The Daily Sketch
« on: June 23, 2016, 03:43:18 am »

32
Challenges & Activities / Re: The Daily Sketch
« on: June 20, 2016, 04:27:51 am »
Kas, your forms have a lot of motion to them, so good job so far. I think it partly has to do with how little your lines seem to break. (even when they're different segments) That combined with the various camera angles you chose.



Let's give Day 2 a try...

33
Challenges & Activities / Re: The Daily Sketch
« on: June 19, 2016, 10:01:42 am »
Looking good, Wolf. The clothing studies are coming along nicely in particular.

I've decided to hop aboard this daily sketch train:



The figures done at around ~5 minutes per sketch, and the portrait had some good critique guiding it. (wasn't really postable before that!)

34
Pixel Art / Re: (WIP) Game graphics - ive got stuck :(
« on: June 13, 2016, 05:15:10 pm »
In a game engine, using parallax layers on them would give the appearance of depth without having to use shadows.

35
Pixel Art / Re: (WIP) Game graphics - ive got stuck :(
« on: June 13, 2016, 01:06:24 am »
While the shadow probably can't cling to surfaces like it would in real life, instances like that do bring up the question of "is there another way to represent this depth?"
It's something to consider, at least.

I agree with you about the opacity.

36
Pixel Art / Re: (WIP) Game graphics - ive got stuck :(
« on: June 12, 2016, 09:34:25 pm »
The shadows definitely help add depth, but the placement of them makes the clouds look too low. Even if the distance is stylized, they look like they're forty feet off of the ground instead of hundreds or thousands.



There are also moments where the shadows contradict the depth of your other objects, like this waterfall. The face that should be vertical looks flat because of the cloud's shadow.

37
Pixel Art / Re: Game graphics - ive got stuck :(
« on: May 28, 2016, 03:03:49 pm »
The style is really nice! Everything feels like a little diorama, so the scale is charming.

With that said, the latest pictures you uploaded are still jpeg compressed...what program are you using to make these?
Also, what are you stuck on?

38
Pixel Art / Re: Sword Shading
« on: April 24, 2016, 01:03:26 am »
Objects with noticeable edges or seams are affected by light in a fairly straightforward manner. Forms facing towards the light source are lit, forms facing away from the light source are in shade. This applies to the holes, too. I would suggest giving the holes beveled edges so the light hits them more clearly.

Other than that, yeah - choose a light source and have the near face be lit, and the opposite face be darker. Highlight the edge so the seam is visible.

39


Most of the backdrop is done and Lucas' base shades have been put in (no real lighting is on him yet), but I'm not against any radical changes.

earlier version: http://i.imgur.com/D5qCs5G.png
original lineart: http://i.imgur.com/8IjcMAX.png (it portrays more of a windswept moment than the colored version, I think)

40
Pixel Art / Re: Beginner's Face [C+C]
« on: April 10, 2016, 03:00:16 pm »


The biggest thing I kept in mind while editing was seeing how the light cast upon her face. In the original picture, look at the subtleties of where the darks and lights are on her eye socket - the darkest bit is just by her nosebridge, and then there's some more minor darks to lift up her bottom eyelid. The rest of the edits dealt with anatomy and spatial stuff.

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