Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Aniki
Pages: 1 ... 3 4 [5] 6

41
Pixel Art / Re: [C+C] Treasure chest
« on: February 06, 2017, 09:37:18 am »
Thanks for the advice. Your wood texture looks really impressive. Your is too noisy for my style but it makes me want to ding my wood up a bit, and make the colors a bit rustier.

I worked on the perspective and made the lighting consistent. I went a bit more adventurous with the colors I tried to make more contrast with complimentary colors. I wanted to make it more interesting to look at and also have the lock make more sense so I added a chain.



I'm imagining that the chain was cut and I tried leaving a cut mark on the chest but i'm having trouble due to how much texture there is and i'm not sure of a good approach to show the mark has depth


42
Pixel Art / [C+C] Treasure chest
« on: February 05, 2017, 04:19:46 am »
I've been experimenting with color ramping and anti-aliasing with pretty mixed results.



There is a lot going on in this piece and I'm mostly looking for general advice to make it look more interesting. I think the area most in need of improvement is the highlighting. I'm thinking of the light coming down and striking the front-most corner, and the the gold is reflecting a bit making the chest light up in that area.

It doesn't look quite right. I'm also having trouble adding highlights on the side. No highlights looks best so far, and maybe I want to have no highlights in the area with shadow?

What do you guys think? All comments and criticisms appreciated

43
Pixel Art / Re: Moogle doodle
« on: February 03, 2017, 07:08:17 am »
Thanks for that post dotodrymo. That was really helpful and the kind of post I wish we'd see more of around here.

44
Pixel Art / Re: Tree
« on: January 29, 2017, 07:40:07 pm »
I think the shading and texturing look great, now you need to get the shape to be a bit more pleasing. Each small clump of leaves is round, and yet your tree is triangular. Additionally there is a big lumpy protrusion coming out the top of your tree and kinda sagging. Here's some references where people made a similarly shaped tree with clumps of leaves like you have:



This one is most like what you have, just if you went around and rounded all the sharp corners as well as "puffed up" any really skinny bunches.



I like this way this one handled the leaves at the edges, they stick out pretty far and are nicely shaped



Unfortunately this image didn't seem to include their entire tree. The gaps and branches in the leaves help with its shape, you could consider doing something like this


45
Pixel Art / Re: Library title screen design
« on: January 07, 2017, 07:31:10 am »
Hey, that's looking better. Also I totally lead you astray as Ozego pointed out haha!

I learned about horizon lines when I was a little kid but I just never actually thought about using them. I think I've been making the mistake of drawing my perspectives backwards for my entire life and just couldn't figure out what was wrong.

ANYWAY, your perspective is just as backwards as mine. Check Ozego's post if you haven't already.

Aside from that, I think you could add some more interest to the building. Pillars at every vertical edge, a divider between the floors like you had originally, trim around the top where the walls meet the roof, etc.



Composition-wise I think the shadow would look a bit better if you made it a bit shorter so that it included the roof tiles. That way it wouldn't have the implication that it goes on forever.

46
Pixel Art / Re: Library title screen design
« on: January 05, 2017, 08:48:08 am »
First of all I really like your shingles. They have a really nice shape and the shading is convincing. I wanted to do a proper edit and maybe I will when I have more time, but for now Here is a sloppy edit with my first impression.



The sections of color on the roof are implying a hexagonal prism shape for the building, yet the walls are clearly rectangular. The bottom image highlights a top view of what I imagine when looking at it- a hexagonal roof on a rectangular building.

I made a super fast edit of how this could look if you made the building itself hexagonal, by bringing out that midsection. I threw some pillars in to ty to make it more convincing, but it ended up making it a bit uglier.

I think you could do much better with the grass too. Rather than a bunch of straight green lines if you added some thickness and shading to the blades it'll help it clash less with the detailed roof tiles.

47
Pixel Art / Re: [C + C] Smoke sprite help
« on: January 02, 2017, 06:34:36 am »
Oh hah, I didn't program it, I drew a sine wave and then halfway up I scaled the amplitude by 2.
Programming it would be cool if this is a game character who moves around or something though

48
Pixel Art / Re: [C + C] Smoke sprite help
« on: January 02, 2017, 04:09:29 am »
I took a stab as following MysteryMeat's advice. I first made the smoke move in a sinewave, then when back and made the amplitude increase halfway up- which was pretty tricky, mathematically what I did didn't like up and ended breaking the smoke up, which kinda works I think:


49
Pixel Art / Re: [Feedback]landscape beginner
« on: January 02, 2017, 12:42:03 am »
Hey, I touched up a couple of things. I'll see if I can explain my thought process



First is that the mountains were very "noisey", meaning they had a lot of scattered pixels mixing together. And that contrasted a lot with the rest of the piece. I think it still does a bit in my edit, but the first thing I did was use cleaner, larger strokes of color. I also replaced one of the colors so that there are only 3 colors.

Additionally, the mountains you had look very isolated. Mountains tend to group up together and make mountain ranges.
I think having the mountains both isolated and small make them look more like a pile of dirt than a mountain.

On that same point I think the shape is important. Mountains rise up from the ground, so they should feed continuously back into it



And then the last thing I did with the mountains is I added some anti-aliasing. You can see the mountains in the middle have be AA'd, whereas the ones on the sides have not. I did that by taking a midtone pixel between the cloud color and the dirt color and just added it to the sides.
Zoom in to see what I mean.

Okay, and then I touched up the clouds and I did a couple of things:
First is I made everything the same hue.
Next I thought that clouds were kind of going off in all directions and i thought they might look better if they were all horizontal. You did that well with the mid-tones, so I just did it more and also with the white.

last bit is a tip I was given a bit ago, which is that in general, white it too bright. consider how blocky it makes the non-AA'd mountains look. It helps to use a really bright off-white color rather than white.

I hope you like my edit and I hope it helps you.

50
Pixel Art / Re: [WIP]Character for exploration platformer
« on: January 01, 2017, 10:46:08 pm »
Thanks for the advice 32. I pretty much did everything you said and I think it's looking a lot better.
The muddy-shading on his chest was supposed to be lappels,but it really didn't look like it, so I tried giving him a tie, I think it helped. (Though I think I can only tell it's a tie because I know what it's supposed to be)



Additionally, I watched a video MysteryMeat linked in a different thread about anatomical proportions and decided to use head-scaling. Wouldn't you know it, he is exactly 7.5 heads tall now.

Also I went ahead and took your guys' advice on the running. I'm not sure it looks quite right, do you guys see anything I could do better here?


Pages: 1 ... 3 4 [5] 6