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Messages - Vinik
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Pixel Art / Re: ninjavivi's corner
« on: January 26, 2019, 02:57:00 am »
I think you should look into banding-avoidance, you have quite some banding on the arms for example, there are some great threads about this here in the resources, and Helm's thread remains a great reference for anyone learning pixels.

You should probably look into casting lights and shadows on solid objects of various shapes as well, like spheres, ovals and cylinders, then try to apply that on other complex stuff. That is not much of a pixel technique thing as it is a general art skill that goes across media. For instance, you hair has a subtly dithered gradient, which is a distinct pixel art technique, but it is applied flatly on the hair color block, so it doesn't help to define the curved shape of the hair wrapping around the head. Can you see the flatness? :)

General Discussion / Re: the last 20 posts in Job offers is spam
« on: January 22, 2019, 09:38:52 pm »
I wonder what changed, if spamming evolved or if pixelation just got under their radar as a good spot, it definitely wasn't like this around one year ago, and it just went downhill. With some luck Indigo's new custom forum tech will arrive eventually and be less prone to this than SMF. This is really sad.

Pixel Art / Re: [WIP] Here goes some industrial tiles
« on: January 22, 2019, 02:38:27 pm »
Yeah, I can really see that, thanks. I admit I changed to front facing light some time ago to cut the workload :D. I'll give it a serious second thinking, it is not like I am going super fast anyway.

Pixel Art / Re: Here goes some industrial tiles
« on: January 22, 2019, 03:56:33 am »
And diagonal walls, needs some fixing, but the tiling works in principle.
Currently it is still too generic and clean.

Pixel Art / Re: Here goes some industrial tiles
« on: January 22, 2019, 01:25:34 am »
Simple rectangular wall tiles, I am working on different values and tile variations.

Edit: forgot the doors  :)

Pixel Art / [WIP] Here goes some industrial tiles
« on: January 19, 2019, 08:11:52 pm »
Hello folks, do you think this is working? Any bad seams/tiling? I think I need some fresh eyes on it :). No idea on what I will use for background, probably just some dark tall walls matching the tiles. Thank you all in advance as always ;D

Pixel Art / Re: [Feedback] [CC] FE style game sprites and animation
« on: January 06, 2019, 01:34:10 am »
Well, they do now ;D contrast is a hell of a thing :y: . The walls are also better, I believe you can see it makes the room more readable.

Edit: ops, you reversed the angles on the upper half of the shadows.

Edit2: suggestion, maybe outline the green tiles with the save darker color on the border of the monk tiles so they look like parts of the same solid pillar. Sharply highlight only the bottom green tiles. It might integrate them with the lower vertical part.

Pixel Art / Re: [Feedback] [CC] FE style game sprites and animation
« on: January 05, 2019, 02:38:48 pm »
Yep, I am with eishiya and curly, it is much better. Those tiles directly below the green ones, which look like they have some kind of statue carved in them, I would try to make them as dark as the darkest portions of the stairs. I would keep about that level of value for all walls.

Also agree with eishiya in the shadows on the stairs, they should zig-zag between being 45 on the horizontal-bright portion of the steps and 90 (vertical) on the darker portions that are vertical.

Pixel Art / Re: [Feedback] [CC] FE style game sprites and animation
« on: January 04, 2019, 10:36:46 pm »
Also, isometric view gives a much more imediate 3d effect. For jrpg like1:1 axonometric view you need to pump things up. Oh, I didn't mean to criticize your geometry, just that sometimes we might miss something when it is obscured by ambiguous light and too much detail :)

Pixel Art / Re: [Feedback] [CC] FE style game sprites and animation
« on: January 04, 2019, 01:03:43 am »
The mage is cool! You really applied what your learned from Ryu's edit :y:. Tiles, what curly said above. Let me try to help a bit:

Before texturing anything you should try to have very distinct shades to represent vertical planes (darker walls), horizontal planes (floors) and inclined planes (ramps/stairs). If light comes generaly from above, walls should be darker, floors should be lighter (because they are facing the light more directly), and ramps should be somewhat in between. Of course, when detailing a scene not everything will be made of the same material, and some materials are inherently darker regardless of shading (dark stone vs bright stone in your case) but first get the basic values straight, then variate latter.

So what I am suggesting is that, at first, you try to draw the scene with mostly flat color tiles, maybe just some outlining, to get a feel of the 3d shape of the scene. If you have trouble defining a scene with very flat shaded tiles, then the texturing will only make it harder. Chances are that you will spot some geometry mistakes that you were not noticing before because of the distractions.

After that you can start to cast the shadows on the floor, and then texture over the values that already give an idea of the basic 3d solids the scene is made of.  As a rule of thumb, the texturing should be less detailed than the characters, so they stand out over the tiles.

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