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Messages - neverest
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11
Pixel Art / Re: big monster animation...
« on: April 22, 2006, 02:25:03 pm »
Update:

I'm wondering how much if at all to AA the moving parts, I'm not sure if it may just make it look fuzzy, and I dont want to do a load of work to find out. Anyone with some anim-experience care to share any tips?

Thanks for the crits, Matriax I'm not really sure what you meant about the leg. I dont know how you feel about the mouth now, but i'm pretty pleased with his stupid expression.

Yeah this is for a game I'll be putting together, I'll actually need to do quite a lot of other animations for this thing so I'm trying to keep the shading stlye very simple. Hopefully the others wont be as much work as this one now I have the basics sorted.

Dhaos, I can picture what you mean, however I'm not sure how necessary it would be in the game, mainly because of the intentionally unrealistic physics the game will have, including this thing jumping!

Oh and if anyone can think of a cool name for this thing I'd be very grateful, it may (may) end up being the game name.

Thanks

12
Pixel Art / Re: F1 Cars
« on: April 21, 2006, 09:07:06 pm »
I think the white cars in particular is a problem. To help with the depth Id try adding a lot more contrast. make the deeper bits darker, but also add some contrast with the hues.
Here, I hope you dont mind, but after I saw the reference pics I carried on fiddling with my previous edit:

From the pic I interpreted the body shape rather different, more like how you did the blue one (benneton? I don't know!).
To add some depth I've tried to add more contrast in the pallette as I described above.
Where I mentioned about contrasting hues - if you look at my pallette, the mid tone is a plain red, but the highlighting colours shift towards orangey yellows and get more saturated, and the shadow colours shift more towards purple and less saturated. This seems a fairly common trick but it instantly helps with contrast and vibrancy. I've also made the greys more bluish, and the white more greeny yellow. Pure white always looks a bit flat to me, save it for the highlights on the white cars.

Basically on those I'd try to use the same technique, exaggerate the depth on them, dont make the bodies pure white, just use that on the shines, and steer away from using a flat grey on the shadowed areas.
I wouldnt worry too much about remodelling the bodies like I had, I think the blue one and the super aguri's bodies in particular look good.

I'm really just mentioning techniques I've picked up from others here, but hopefully It'll help!

13
Pixel Art / Re: big monster animation...
« on: April 20, 2006, 06:12:49 pm »
Thanks Tremulant,
heres a minor update, hopefully the jaw is fixed. I might add a slobbery tongue popping up as a bit of counter movement which might make it look a bit smoother.
Hehe I dont know how I messed up the perspective on the spikes, I guess I was concentrating on the limbs. Still not perfect but they should be fixed too.

14
Pixel Art / Re: Groovy!
« on: April 20, 2006, 06:09:04 pm »
I really love this, one of my favourites I've seen in a while. The colours are particularly lovely, and I really like the chunky outlines. It all seems pretty purposeful to me, looks like hes wearing gloves, and the shading on the head is the same as the gun, I guess 'cos its shiner than his suit.
Id like so see him in a little scene.
The only one crit I can think of is perhaps his left wrist could pull in a little tighter, a bit more like the original lines.

15
Pixel Art / big monster animation...
« on: April 20, 2006, 04:53:43 pm »
Well I can't say I've ever put much effort into animation at a small scale so this has been quite a challenge.
Its still very much a WIP, theres no detail or highlighting yet, I've just been concentration on the animated parts. If you see any errors, please let me know at this stage!


I'm thinking about adding a bit of belly wobble, but I'm not sure how it'd look.
Oh this is for a minigame I hope to do btw.

thanks

Newest Version:

16
Pixel Art / Re: Tactics Character WIP
« on: April 20, 2006, 01:49:27 pm »
Im guessing so that objects such as your little guy there ar displayed properly, your coders will have some sort of check in place to see how high each tile is. So at least it shouldnt be too hard to do a height bonus.

17
Pixel Art / Re: Tactics Character WIP
« on: April 19, 2006, 09:30:17 pm »
is the terrain actually coded yet? looks like a mathematical nightmare! much much praise if you get this done, I very much hope to see it.
I'd suggest to keep the gridlines, but perhaps make them more subtle, a mid-dark green/brown, or perhaps a lighter yellow/green. Otherwise all looking lovely. perhaps in the run cylce his left arm could move back and forth a little more.

18
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 19, 2006, 07:01:43 pm »
Thanks jmgandalf, thats very handy to know.
When I said copy/pasting I actually meant from where I work on the image into photoshop ( I use gamemakers image editor for all pixelling ), although come to think of it I think I did copy from my browser at least once so despite my battle to stop it I may well have contributed to the darkening myself without realising!
Again thanks for the tip, I'll keep that in mind in future, hope others do too.

19
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 19, 2006, 04:51:38 pm »
its not just one darker pallette, its gradually been creeping darker. People just need to check they're not making it darker when they save it. When I've finished working, I copy it to the clipboard and save it to .gif in photoshop. that also gives me a chance to check up on doubles/multiples of colours which constantly appear, and merge them to the one colour nearest the original.

20
Pixel Art / Re: Isometric Houses
« on: April 19, 2006, 11:26:55 am »
Yeah really lovely. Quite similar to some plans i made for a game but never started. Hope you do get your project revived, it'd be a shame to waste these. Some aa on the black under the beams would neaten them up a little, but otherwise very nice.

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