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Messages - Vinik
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201
Pixel Art / Re: Here goes a tree
« on: September 20, 2016, 07:30:23 pm »
Sure thing, in general I tend to be overly symbolic in pixels, something I am not when painting or drawing, that is where the rounded, perfectly arched, etc, comes from, and I am actively trying to learn to avoid it.  Int his case I was going for something in between symbolic (general shape) and painterly (rendering), so I ended up with the typical mushroom shaped rpg tree but trying to emulate those lovely miyazaki trees:
, .

I will give it some longer work before reposting, thanks again for the guidelines. Any input for the trunk? (too dark?).

202
Pixel Art / Re: Here goes a tree
« on: September 20, 2016, 03:10:34 pm »
Thanks for the tips! I first tried to move the central tuft up so the positioning of the light would imply it was larger and "over" on the z axis, fusing it with some of little ones above (there were too many and too close to each other I think). As I went to fill the dark gap under it, I thought it would be fine as a darker empty space and opened other holes to imply the trunk/branches under the foliage. Then I did what you said and removed the brighter green of the lower smaller tufts, as if the larger one over was blocking some light. Then I made the darker green shade a little brighter but I am not sure it helped much.

203
Pixel Art / Here goes a tree
« on: September 20, 2016, 04:40:42 am »
Hello everyone, so, for a rite of passage into pixel art, this my first ever attempt at a "rpg" tree. Much help needed as obvious, thank you in advance. I cant see how to bring the central cluster of the tree closer to the view, which was what I intended.

204
Pixel Art / Re: i need help with my tree
« on: September 06, 2016, 03:14:10 am »
I only a beginner, but I like it very much, and I can only fear the day I will set myself to make a good tree, by looking one can feel the hard work it takes. I specially like the counterlight. My I ask if the palette was a general porpose one or made specifically for the tree?

205
Pixel Art / Re: Trying to stay away from symbolism
« on: September 05, 2016, 02:08:08 pm »
Another exercise with the same intention, made from a character drawing reference here, trying to have natural, non stiff posses, and to keep the clusters more irregular. It is a big mess, I am only trying to learn more about pose and natural or uneven shapes with easier, larger sprites before going back to smaller ones.

206
Pixel Art / Trying to stay away from symbolism
« on: September 04, 2016, 01:45:51 am »
Hello again, this is me trying again not to go immediately symbolic, and paint more naturally rather draw pixel by pixel leading to a caricature. Still, I can't help but to very soon try to make things more regular, outlined, rounder, perfectly arched, etc, which is probably not the very best way to go about it. Anyway, I like how this turning up, but as it is a begginer's work, I would very much like any pointers on light, and any errors I am making. I suppose the techniques I am using are a bit inconsistent :/

207
Pixel Art / Re: Baby steps into pixel art
« on: September 02, 2016, 11:59:25 am »
Thank you! I agree he doesn't look like a world of warcraft or d&d typical bulky wide dwarf, but is closer to movies like the hobbit, where dwarves are played by humans after all lol. But you are right, I'll address it by changing the height back a little (I have stretched him before), or maybe by making the large as wide as the arms, but that might kill what little perspective as seen slightly from above it seems to be in the character.

I mostly liked the repositioning of the eyes, it seems more natural and perspective correct, thanks. I'll get to it in a couple days.

208
Pixel Art / Re: Baby steps into pixel art
« on: September 02, 2016, 03:57:17 am »
Updating the dwarf, after finishing the garment I worked on some colors of beards, trying to give them as much natural texture as possible without breaking the symmetry for now. I am sure there must be many errors and ways to improve.


And here are the layers, very disorganized, shame.


I am impressed how the grey had to be made very bluish to keep balanced with the other colors, do you guys feel the palette as too much unconnected?

209
Pixel Art / Re: Baby steps into pixel art
« on: August 31, 2016, 04:37:08 pm »
Hey, I noticed the green monster took a quite "dwarf" like shape, so I edited it into an actual dwarf, layered for consistency. I am not totally satisfied with the boots, but I like the feet. I am also not sure about how to handle the shoulder outline, no AA looked nice since its pretty diagonal, but I don't think leaving it without outlines would work. Oh, and know it is mirrored, sorry, but I feel like I can only normalize it after the shapes are finished. Thanks in advance for any cc.


210
Pixel Art / Re: Baby steps into pixel art
« on: August 30, 2016, 03:22:09 pm »
Thanks for the input guys, the symmetry thing happens when first sketching, it surely would need to be "naturalized" when finishing. I'll be back to sprites by the end of the week, but here is some more from where that came from, and that is what I mean about tending to symbolic (much worse in tiny sprites). Making big sprites feels liberating to the mind and the hand. The themes I am meddling into recently are sweetspots between sci-fi and fantasy like when you cant easily distinguish both, so that's where the monsters come from

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