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Messages - Vinik
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41
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

42
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.

43
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.

44
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 :)

45
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.

46
Pixel Art / Re: WIP Spaceship banking animation
« on: December 31, 2018, 02:11:57 pm »
First it would be best if you get a grip on the perspective and view you want to achieve, the whole ship seems to have some angle ambiguity on the lower part. Try to make a simple sketch on how the ship looks from the side, back, up and down. It doesn't even have to be pixel art, just a doodle on paper so you get an objective notion of it's shape, not confused by the angled view.

Turning it on the y axis like you want would involve more than flatly turning 45° the already angled up sprite, like pixelbit it is showing here.

47
Pixel Art / Re: Gryphon animation
« on: December 30, 2018, 02:11:07 am »
Stello, I just saw Knights of Tartarus on steam, looking good, congrats :y:

The gait looks a little jumpy on the hind legs? Don't know much about quadruped gait but I suppose you have some reference for this one? Maybe the head on the last update could use a little more mane like the sketchs, but I like it in general and it fits the style.

48
2D & 3D / Re: 3d isometric pixel perfect voxels in unity
« on: December 30, 2018, 02:01:57 am »
Also, you can technically have 2d voxel units (tiles arranged with depth and billboarded, to represent 3d grid positions, overlapping each other as if they were 3d). And these 2d voxels can be made with pixel art techniques, so voxels can be proper pixel art. But now we really are necro-ing the thread.

49
Pixel Art / Re: Help me create a color palette
« on: December 30, 2018, 01:52:17 am »
Dude, I am out for holidays but I can color-reduce it after when I get to my PC.

Meanwhile, you can try to take the colors that are most close to each other and merge them into one intermediary color. Do it a few times until every color is different enough from the others.

I remember the piece you posted, and it looked alright regarding color balance. Just cut out too similar colors.

50
Pixel Art / Re: Any good way to make pixel art on a mobile device?
« on: December 30, 2018, 01:45:21 am »
Thanks Kiana, that is great news, happy holidays. @Eishiya don't be sad, you just took part on a pivotal moment in the history of web forums :)

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