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Messages - Corsair
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91
Pixel Art / Re: Organicly winged spaceships (updated)
« on: May 01, 2008, 07:32:33 pm »
oops. double posted :P

92
Pixel Art / Re: Organicly winged spaceships
« on: April 29, 2008, 11:43:23 pm »


Your wing structure is great compared to mine.
I was going for something a little more alien then batty.

Well, if you're going down *that* route it would probably make more sense, to make each bone move independently of the others, like this:
even though there are no 'bones' in this example, it's just to better illustrate the effect it would have.

93
Pixel Art / Re: Organicly winged spaceships
« on: April 29, 2008, 09:26:14 pm »
Now this may very well be totally *not* what you're going for, because this is a more (Though not completely, by any stretch.) anatomicaly correct *bat* wing.
it's quick and dirty, iknow. but it gets the point across.
Think about bone structure:



As it stands (the unedited wing) it looks as though the flapping motion would cause a giant 'parachuting' effect because of the largeness of the skin between the outer and middle wingbones - imageint ath in motion; it just seems like it would be uncomfortable for the poor ship :\

94
Pixel Art / Re: Organicly winged spaceships
« on: April 29, 2008, 08:48:20 pm »
I thought there was something a bit "off" on the wings of the middle 'upgrade', in that they look sort of dead, or paralyzed. the position of them also sorta makes the ships look rather off balance. Here i *think* i've given them a little life and tried to give them a bit more of an agressive posture:



I really like the style, color choice and the overall concept though, and i'd like to see where you're going with these.

I dont like the wings on the final form at all. i'm working on editing them now, with an exmplanation as to why.

95
Pixel Art / Re: sprite, scenery help
« on: April 18, 2008, 08:54:11 am »
Sorry! couldn't wait!

well here's another go at it that makes more sense, i knew there was something off about the way he was moving the blade.
So i thought about it and it'd only make sense if he were going to swing, rather than jab -


Or if he brought the weapon to a position from which it would make sense to jab.


Tried to make the "attack' of the attack a little bit more fierce on both.

96
Pixel Art / Re: sprite, scenery help
« on: April 18, 2008, 06:35:30 am »
Dicked around with a few things in the crouching attack.

You suggested, that i add an extra frame after the swing finishes -So I did and i like what that did to it. I also changed the "build up" frames significantly. and a few other minor details (the more pronounced hair flippage, made his head bob on different frames so it's better synced.)



I might have one more major revision of that one before i'll be mostly satisfied with it.

97
Pixel Art / Re: Game project
« on: April 18, 2008, 05:37:40 am »
Big update:

Character walking:



edited using some of the tips found here - http://www.idleworm.com/how/anm/02w/walk1.shtml (I'm 100% certain this has been posted here recently in some other thread; I used it for my own animations.)

rough edit.

AS it is, he's walking rather unusually, and not to rag on it, but his legs look like they're attached to splints preventing him from properly bending his knees. I don't see much wrong with the arm rocking, except his black arm bends the wrong way.

I think you're on the right track with the body bobbing up and down but it's bobbing at the wrong time, i think, unless you're going for a 'skipping' motion, in which case it would seem to make sense.

I also made his hair bob a little bit but that's not really that important.

98
General Discussion / Re: Which jung personality type are you?
« on: April 15, 2008, 09:59:19 pm »
Your personality type is ENTP.
Extraverted (E) 82%   Introverted (I) 18%
Intuitive (N) 91%   Sensing (S) 9%
Thinking (T) 55%   Feeling (F) 45%
Perceiving (P) 100%   Judging (J) 0%


http://typelogic.com/entp.html
^everything listed here is absolutely true, except i've trained myself to stay more focused, and despite what some sources might claim am extremely loyal in romantic relationships. (of course i seem to only date other NTs, so it's not hard to stay interested.)

99
Pixel Art / Re: German BR 52 locomotive
« on: April 15, 2008, 09:41:33 pm »
Your stuff is boring.

It's like a plan. I as no life, no fanzyness. If it's gray, you draw it gray. If it's blue, you draw it blue. That's not art. Art is drawing beautifull things. Things that are fun to watch.

Ok, so if ypou belive I'm right, here what you can do to make this pixel ART.
First, define a light source. This will give you an ambiance you can play with.
Second, change those borring colors into cool ones. A simple way to do this: Your shadow should not be only the same color with less light. It should be the same color with a blue tone, or less saturation.
Third, MAKE IT DYNAMIC! An other view angle could help. But moslty, there is nothing going on in your drawings. BAM! The train exploded! Something intersting.

Here's a quick rough to show you what I mean:




Okay so it's boring because it doesn't conform to you standards of what "art" is? that's hardly fair. read baccaman21's response.
If he wants to go for realism that's his prerogative.
your criticism could hardly be considered constructive because you're basically telling him to start over and draw something else. not everyone wants to rip off metal slug.

100
Pixel Art / Re: German BR 52 locomotive
« on: April 15, 2008, 01:21:28 pm »
Hey guys, Jack here with something different.  Its a German locomotive used during, you guessed it, World War II.  Its a pretty cool machine and I thought I would try my hand at it.  Several months later, here it is.  The problem is that its a bit flat.  If anyone has any ideas, feel free to let me know.  Any and all C+C is most welcome.  Cheers!

Jack

I can't offer a whole lot of anything, but a little thing i learned from a tutorial is that darker shades will take you farther than lighter ones. Lemme show you what i'm talking about here:
Edits on left, originals on right.


Not the best but i'm pressed for time so i did 'em in a hurry.

I can't help much with flat surfaces since those baffle me, but for rounded ones, by expanding the areas shaded by the darker..uhm..shades, it gives the illusion of a more rounded shape, rather than looking round near the sides and flat in the front.

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