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Messages - Mike
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11
Pixel Art / Re: [WIP] Female doll base
« on: May 01, 2012, 08:24:16 am »
Was my edit really purple?  To me it doesn't look to bad...told you this monitor sucks! :(  Yours however looks like she is glowing with light.  I don't know what is right anymore...

Oh and no prob Oddrick!  I wanted to jump in and edit so hopefully others would help critique as well.  (I prefer your characters stance over what I edited.  I got hasty and edited out that nice arch for the back and the way it leads into the hips.

Looking forward to the finished piece.

12
Pixel Art / Re: [WIP] Female doll base
« on: May 01, 2012, 05:56:52 am »
Hey there!  What you have isn't too shabby.  Here is an edit I've done to help show what you could do.  (hopefully this looks alright.  My monitor is a bit screwy with colors)



What I did
1. The most important thing I did was change the hue for the shadows. 
2. Shifted your colors around so they have more contrast (greater difference between the colors.) Low contrast being less difference.
3. Changed her pose so she has more balance.  I'm not sure if that was a good choice.  Maybe you have her posing like that so it matches the clothes.  I don't know if they have been made yet.  Likewise that is the reason I didn't change her foot.
4. I attempted to shade her in the same sort of style you have going on.  Wasn't able to finish though.

Anyway hope this helps somehow.

Also I liked the pose you had before.  That pose is more interesting.  I can see why your client wanted a pose like this though.  Now the characters are able to hold objects and you can see the clothing better from the front.

13
Pixel Art Feature Chest / Re: Princess Piledriver
« on: April 30, 2012, 02:22:20 am »
I wanted to join on this editing bonanza but I think I went a little overboard.  I had fun with it anyway  :P


14
Pixel Art / Re: punchy punch robot fun
« on: April 27, 2012, 08:13:41 am »
I'll agree with jams here only if the robot is supposed to be massive.  If so then yes you need to have the a large amount of slow build and then very even spacing with a lot of frames.  

Take a look at this http://brendanbody.blogspot.com/2010/04/weight-problem.html

This should help.  It's helped me out loads.

If it's not supposed to be massive then you can get away with quick speedy movements.

However if it is massive and still moves quickly only the comparison of it's size to others will inform how big it is.  Also if it's on it's own in say a close up action sequence it won't feel massive because there will be nothing to compare it to.

I suppose you can have a happy medium.  I think.

Oh something else you can try.  If the robot moves fast; other smaller things could move faster.  That might work.

Something I forgot to ask.  Is that phallic part telescopic?  If not then how can it punch the ground like that?

15
Pixel Art Feature Chest / Re: Project Entropy
« on: April 27, 2012, 08:02:37 am »
PPD are the particle effects by hand?  Are you using an automated process?  Like Pro-motion anim paint?  The world wants to know!

16
Pixel Art Feature Chest / Re: Princess Piledriver
« on: April 25, 2012, 05:27:25 am »


I don't know what it is but this specific area...is amazingly attractive to me.  Who knew lighting could be so hot?

Nothing to contribute (yet) other than you somehow made blue and purple work nicely together  :)

17
I wouldn't consider it stealing.  It's just a suggestion if you think it will work go for it :D  You would do it much more justice than me.

18
This is how i would do it.  I've seen this type of scene before in anime.  It's normally at either before the commercial break or at the end of the show.  A sort of omnious bit of either color pencil or water color work.  Anyway what they normally do in this scenario is position the bad guy as this sort of omniscient god like creature.  Positioned above the main characters and larger than life.  Here is an edit I cobbled together.

 It's a bit messy because I don't have my tablet with me so I can't do any sort of skillful edit.  Anyway what I did was made Kaiba bigger and higher in the sky.  As well as lowering the contrast and slightly desaturating him.  Basically blending Kaiba in with the cooler color of the sky.  Also the Blue Eyes White Dragon overlaps with Kaiba that way it's more of an obvious separation from the background.  Also it too is bigger and a bit more saturated.  

Oh and it would be cool if Kaiba was drawn sort of curving inward like he is enveloping the heroes.

Other than that it's look great!  I look forward to the finished piece.

19
Pixel Art / Re: [WIP] Action RPG Mockup
« on: March 23, 2012, 10:51:11 pm »
Quick color edit! All of this is giving us ideas! I'll have more stuff soon, but for now, I'm so sleepy. Had to start fixing those colors, though. What, was I blind? ???

Removed the wonky shadows, will replace with fixed ones soon.
I'm glad you made that edit because the original made me think my monitors contrast was seriously messed up.  I'm on a bit of a color calibration kick and I was seriously fuming that it still looked weird.

The edit looks much better and still keeps the same atmosphere.  Although I think the character should reflect the same atmosphere it is in.  Also I realize it needs to stand out from the background but right now it's standing out too much.  It seems to be lit by some different form of lighting.

20
Pixel Art / Re: [WIP] Need Help w/ 8bit 16x16 2frame Char
« on: March 19, 2012, 09:13:02 am »
StarRaven I just wanted to commend you on a job well done for that run.  it's effectively 4 frames visually but only 2 frames in actuality.  Wow really impressive stuff!

PixelPileDriver I've never seen such fluidity in such a small sprite.  It's a little jarring.  Like if a whole game was made with that many frames with such small characters it would be quite...unique.

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