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Messages - Mnots
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21
Pixel Art / Re: [C+C] Vordt Of The Boreal Valley
« on: April 30, 2016, 01:51:13 pm »
The pallet could probably use some adjustment. More contrast in the colors on the armor would make the ridges stand out better, and it definitely needs some blue, since he's a frost giant. :P

22
Pixel Art / Re: Muscle definition
« on: April 22, 2016, 01:18:12 pm »
I started coloring the piece today. I finished the first frame. Made some changes to the basic shape of the front arm, since his bicep seemed waaaay too bulky for anybody except a world-class weight lifter. lol



23
@0xDB Well said! I've personally never encountered any sort of hostility from the people here, and have been a lurker for a long time.

Me: Just sitting here like "Wtf is 'slack' anyway?"

24
Pixel Art / Re: Muscle definition
« on: April 21, 2016, 02:10:51 pm »
I see the color inversion too.  It's in frame 5.
Fixed:


I totally see it now! Thanks for the correction.

Proportions an animation are looking great. The behind arm is just doing a few wierd things. Looks like it gets amputated when it pops out the back. Also the shoulder popping out the front when it shouldn't. Considering a direct side on view I would imagine the behind arm to mirror the in front arms motion and proportions. Like if it were me I would just copy paste the front arm behind him, change it's colour and put it out of sync... if that makes sense. Just remember it won't always be visible in reality and as much as you might want to draw it, remember to leave it sometimes. The great thing about the animation is that you can imply that things exist in one frame by the frames before and after even when they might not be drawn.

I see what you're saying about the arm. The elbow isn't rested as much as the front arm, and it looks like he's drawn his hand up toward the shoulder instead.

In this edit, I fixed the color inversion and mirrored the front arm's motions to the back arm.

25
Pixel Art / Re: Muscle definition
« on: April 21, 2016, 01:09:45 pm »
There is a distracting color inversion in a frame where the front foot should be light, and it's dark instead.
Overall, seems ok to me. Very reminiscent of the old Belmont.
Maybe the head is a bit too far forward. It's quite visible in some frames that the head is very far from shoulder.




I moved the head back a bit. Does this look better?

As for the weird color inversion, I don't think it's inversed in the actual frames, I think it's just showing oddly when the two legs are lined up. The leg closest to the camera is always the lighter of the two colors. 

26
Pixel Art / Muscle definition
« on: April 21, 2016, 12:26:28 pm »
This week, I've been messing around with character designs. I've got a very basic walk animation done. 8 frames, based around the Castlevania series sprites.

I'm going to make my guy naked, so that I can apply different sets of equipment to him in-game, but I figured I'd get a bit of feedback on detailing body muscle before I jump in.

Here's what I've got so far:



Any advice is appreciated! :D

27
Commercial Critique / Re: Commercial Critique - Castlevania
« on: April 03, 2016, 12:49:34 am »
As somebody attempting to emulate this art style for a current project, these Castlevania critique threads have been very educational. I look forward to seeing what goes down in this one. :D

As Alucard would put it, "I'm interested in this."

28
Pixel Art / Re: HUD Design
« on: April 03, 2016, 12:46:10 am »

Here's an edit I made trying to reduce banding around the clock.  I AA'd to black, assuming it would be on a dark background like in your example.  I simplified the ornament on the end, because it seems like it got corrupted somehow since your earlier post, and I thought it looked noisy, but YMMV.

The only way I could think of to make this look better on a bright background was to add a black outline.

Thanks for the edit, trough! I really like the splitting area between the two bars, and the black depleted area. It maintains a nice readability while giving them the curve I was originally going for. I like the bottom edit, with the black outline, as well. It'll make it stand out a bit more during my outside game scenes. The hour hand on the clock is a bit thin, but I otherwise agree with the edits you made there, as well. These will make excellent improvements. :D

You were definitely right about the ornament being corrupted from my first post. I didn't even notice it. Thanks for pointing it out! It must've been from some pixels being shifted to the right on it.

29
Pixel Art / Re: HUD Design
« on: March 30, 2016, 08:18:04 pm »
Suggestion:


Great suggestion! Makes the bars a lot more readable!

30
Pixel Art / Re: HUD Design
« on: March 30, 2016, 06:06:26 pm »
Yeah, I'd say knock the background of it down a few shades then so it pops more. No need to get rid of the dithering i feel, just copy the layer and hit multiply.

How's this?

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