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Messages - Vinik
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141
Pixel Art / Here goes a portrait
« on: April 05, 2018, 01:02:47 am »
First of all, sorry for not updating on the slime thread, and thanks for all the input, I had to study some very-not-art things and lost focus on it, but I will surely post more on that and some more minions when I get to small scale stuff soon. But I got this one in the mean time:

Here I am trying to go back to larger stuff, and applying what little knowledge I got from traditional media painting on pixels. Turns out they are some little disobedient things. Hair is atrocious,  I have no idea how tapered curved shapes should end on the thin parts, often ending in L shaped clusters or single pixels on diagonals. The beard is a cheat to hide that chin lines end up always being diagonal lines with banded shading, as it seems I cannot visualize them differently on the pixel grid (look at my avatar, busted). I am not sure if this kind of exercise will help anything with drawing cutesy small scale game assets as it is my current need, but I just needed to get this one out.

142
Pixel Art / Re: Here goes a slime
« on: March 29, 2018, 03:01:49 pm »
Hmm, damn, back to it then :blind: I was thinking some superficial tension would justify puffing instead of spreading, and that breaking  up rendered more spherical puffs than a contained goo. No escuses, redraw.

143
Pixel Art / Re: Here goes a slime
« on: March 29, 2018, 02:47:10 pm »
Blobbed up version, I think it removed the invisible container effect, needs some clearing up:

@Melodee I hear you, I am all for averting cliches, but in this case I am playing with the tropes of jrpgs. I am also forcing myself to draw basic and commonplace rpg things my own way as good exercise.

144
Pixel Art / Re: Here goes a slime
« on: March 29, 2018, 01:39:10 pm »
I just thought that I should offset the position of the blobs on the back and diagonal sprites, so that they wont appear to remain in place with only the face turning around, and then animate them, with increased frame count, argh. And this is the simplest monster with no walk cycle and the same geometry across the directions, I might have played myself choosing this style :D. Any opinions on the blobbed edge before I start? Thank you all in advance.

145
Pixel Art / Re: Here goes a slime
« on: March 29, 2018, 03:13:13 am »
@Kairos: Yeah, all my stuff tends to the regular-geometric side of things, and since the game uses fake 3d on a topdown perspective I was until recently all about rendering the basic forms for collision in 2:1 ratio perspective, so I still gravitate to elipses, cuboid shapes etc, this is where the smooth circle shape came from. Making the border more blob like was my first idea for a solution to the invisible wall Mystery Meat mentioned. Maybe something semi-regular like this will work? I think it adds cuteness, which is not bad for minions. I'll just have to animate it somehow later:


@Drax: Thank you very much man :), the video is super clear and I am sure I'll learn from it :y:

146
Pixel Art / Re: Here goes a slime
« on: March 28, 2018, 05:24:05 pm »
Thanks @Drax and @Meat, I did this small update for the 8 directions before I got the chance to read your comments:

Do you guys think I should make him somehow translucent so that the eyes and mouth can be seen partially from the back of the slime? I dont know if I can pull that off.

@Drax, I will surely increase the number of frames, but I am not sure if I should put some easing or tweening on a simple bounce motion like this, and if I should, which frames should be added where :/

@Meat, this is a super cool idea, now I must definitely play with slimes taking shapes, the game will have some cross sections of pipes (like mario3dworld) and this would be a perfect twist, maybe even a slime-in-a-lab-tube as the armored version of the minion. I really need to learn how to draw glass ;D. As for the invisible wall effect you are absolutely right, and I have to figure out a way to fix it without exceeding width of 24px.

147
Pixel Art / Here goes a slime
« on: March 27, 2018, 08:25:14 pm »
It is boring, It is dumb, its a slime minion (24x24ish):

I tried to make the irises bounce to make him look dumber, but gave it a more human like face to avoid the typical green-ghost shape. This is just a minimal three frames cycle, how many do you guys think should be enough? Any general tips on where to start improving it? I am pretty green regarding animation techniques. I think it moves too much for the idle state, so this will probably become the south facing moving animation. Thank you all in advance, as always. :)

148
Pixel Art / Re: [WIP] Stone Statue
« on: March 19, 2018, 04:58:54 am »
Oh, you can post it here without any scaling because the forums have a built-in scaling script, just click on a image and it will scale evenly, Ctrl + click to revert scaling.

I think it is excellent so i cannot be of any help :P. The hand does not look like it is holding the folds, but honestly I wouldn't be able to draw it any better. Hands are a nightmare even on paper let alone with pixels. I think the extensive use of pure black is consequence of the NES pal, as it does not lends itself to many subtle dark shades, nor to non-black outlines. The green definitely reads as an ambient diffuse light or maybe tarnish, but it looks cool, no banding, good light as far as my understanding goes, even the few lone pixels seem used well for adding texture, I dig it  :y:

149
Pixel Art / Re: [C+C] Hairstyle study
« on: March 16, 2018, 09:17:35 pm »
That is simply great ;D
As hair isnt perfectly plastic highlighted areas still absorb some light (except for unrealistic modelling photos with exaggerated burnout), and you rendered that pretty well as proper cell-shading.

150
Pixel Art / Re: Sprite bases
« on: March 11, 2018, 06:27:30 pm »
got it, just alerting because it is good practice to try to keep all stuff uniform, either for training or, for example to avoid unconsciously following the base shading when drawing hairs or hats. We naturally draw a lot stuff that never gets to show, and we do it as practice or just for fun, but every bit adds to our skill, like the muscles we draw on rpg sprite bases that are always hidden (the infamous musclebaby thing, search the forums for that term if you want some hilarity)

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