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Messages - Vinik
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Pixel Art / Re: Isometric explorations
« on: January 30, 2019, 03:00:21 pm »
I am agreeing with everything here, including the view, the occlusion after the second row of leaves and the reflected green light on the bark. Is it a regrown pine? I like that it is not the standard cone, but you are probably going to need a number of variations on standard ones to blend this one among them on the scene.

Is this for the 3d-ish thing you posted? :)

General Discussion / Re: your ideas?
« on: January 30, 2019, 03:19:29 am »
I am sincerely impressed and yet mildly offended :-\. Do you guys think these are bots or human spammers?

Pixel Art / Re: Here goes a space gnome sprite
« on: January 29, 2019, 09:26:04 pm »
Ah, damn I can see I tried something that didn't went so clear at this scale :D the lowest curved line is actually his chin, his mouth is the straight line directly below his nose, because he was supposed to look quite old, with a flabby neck and no visible jawline, just the tip of the chin appearing as protuberance, and his mouth is receded like that of a toothless elder not wearing his denture. Hmm, I will rethink his face as a whole, thanks.

Pixel Art / Here goes a space gnome sprite
« on: January 29, 2019, 01:26:15 am »

Had a blast playing pen-and-paper rpg yesterday, after a very long while. It was a starfinder session, I rolled a megalomaniac gnome space-walker, and the guys asked for a few sprites of the characters. Never felt so inclined to use that many shades and leave so many single pixels before, but the shinning/rubbery suit somehow asked for it, at the cost of banding and packed gradients. Any suggestions?

Pixel Art / Re: [WIP] Forest scene
« on: January 28, 2019, 10:45:31 pm »
What would be the general value and/or texture of the background behind the trunks? Will it be parallaxed? Dark? I think that is critical in choosing how much they stand out or blend in, considering they are not collision enabled objects. I think that many games have trees that are wrongly color-coded and end up reading like they are collision enabled like floors and walls.

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  :)

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