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 - Vinik
Pages: 1 2 [3] 4 5 ... 22

21
Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« on: July 14, 2019, 12:39:27 pm »
On instinct I would aggressively metal-highlight the edges of orange parts and the metal fence, although it might be a bit hard on the fence given how thin it is. Then probably na pass on smudges and wear like pistachio mentioned. I like the geometry, the hues and the values  :y: maybe pull the shadows/indirect light globally towards the blue of the background behind the glass, it would make darker areas bluer I think .

22
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 12, 2019, 01:45:43 am »
It surely makes sense to have fun :) and any step by step on the process of doing this would elevate this thread to a treasure-chest-level art reference :D

23
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 10, 2019, 03:39:15 pm »
Cool, so it is just quite low Fov.

I would add to eishiya's list that the ship's green "windshield" (don't know the equivalent term for airplanes and ships) have gradients that look a little too smooth for typical pixel art, and it seems to be skipping the dithering part of the style (intended?).

Anyway, this looks really great :). If I were you, I would be tempted to rebrand this as a game without WC IP/designs after you are finished having fun :P. Also, do you have any plans on commercially releasing your pixel-art rendering tech as a shader?

24
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 09, 2019, 02:32:21 am »
Thanks, pistachio! The UI and cockpit...are renders. No painting.
They are what the what? Not even some manual adjustments on the pixelized result at all? :o
Frankly I am shocked. I could guess that on the ships, given the tech displayed on the pixel rendering thread, but not on the cockpit/UI, no.

Also, are the ship's sprites rendered with a parallel camera or a perspective one? I guess parallel, and you zoom by simple scaling, disregarding perspective to cut on the number of sprites? Awesome stuff.

25
Pixel Art / Re: [Feedback] Enemies, Drone and enviroment
« on: July 02, 2019, 08:22:31 pm »
Lovely stuff, i like that it is a bit like master blaster and you have separate sprites for the vehicle and the pilot. The only two things I can think of is:
1- I am not so found of non outlined sprites, but as you are having dark backgrounds this is probably the best choice.
2- perhaps you could unify the tint of the big objects shading towards the dark blue/teal of the background for more ambience (like you are already doing with the green paint parts). Going more realistically underwater than that would mean filtering the red element of colors, and I don't think that would improve anything, as the lively oranges and red mid tones are looking nice, so maybe just making the shading globally colder would be a good compromise.

26
Pixel Art / Re: run cycle animation
« on: June 24, 2019, 08:53:01 am »
I am not great at anatomy analysis but It feels like the arms are a little too short/stubby for him, which might be a stylistic choice, but maybe not. Nothing to add to the animation, I like it a lot :)

27
Pixel Art / Re: Understanding water flow in top down perspective
« on: March 24, 2019, 02:52:29 pm »
One relevant question is the ratio of your tiles, are they 1:1 or is there any foreshortening on the y axis due to the view (4:3, 2:1)? If so, I think you latter version is better because the side waves are shorter than width of the top waves. Even if the tiles are 1:1 the vertical shortening would be a good stylistic choice I think.

Also, are you going to put any classic watery texture on the surface, or going for plain color blue like Zelda with ocasional breaks? I wonder how a jrpg watery texture would interact with animated wavy borders like yours.

Excellent object of study, and good choice of starting simple, narrowing it down to the essential.

28
Pixel Art / Re: Here goes a space gnome sprite
« on: February 14, 2019, 08:50:58 pm »
Suddenly motivational critique during stressful UI programming brings me back to what I like to do. Thanks :). I'll retouch this.

29
Pixel Art / Re: Here goes some animated tiles
« on: February 08, 2019, 02:36:16 am »
Thanks Meat! I wasn't sure about the part where the blades glint when rotating out.
Now this one is should be so simple that it is embarrassing, but I am clueless. It is just a spring tile, sonic style, but as you can see the movement is linear. How on earth do you figure how many frames to duplicate, and where to duplicate them, in order make it sine-like as a spring?

30
Pixel Art / Here goes some animated tiles
« on: February 08, 2019, 12:40:38 am »
Animated tiles consume some serious time even for simple things ::). To start I have a conveyor belt. Is this fooling you? I was trying to give a little hang to the rotating axis to feel like a more machinated movement and less smooth, but I needed the belt itself to move smoothly.

Pages: 1 2 [3] 4 5 ... 22