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Messages - tehwexxl0rz
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11
Pixel Art / Re: Portrait: Ewout Genemans
« on: January 22, 2013, 11:08:49 pm »
The new hair is really no more abstract then the rest of the piece. It's a vast improvement.  :y:

The shape is still off though.... It's very round on the sides giving the impression of a short afro.

But my main critique: why the fuzzy edges everywhere?

12
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: January 14, 2013, 02:25:03 am »
Facet, thanks for sharing your perspective. You're absolutely right about the previous version looking more natural.

Metallic vs. naturalistic hair is a design choice I've been vacillating over for a while, which ties into the game's fiction a bit. There won't be any other characters with colorful hair like this. The protagonist is unusual in that her 'spiritual energy' isn't restricted to her body like a normal human's. Her blue hair is evidence of this energy kind of passively overflowing.

As a supernatural quality, it could make sense for her hair to have a strange metallic sheen, but it's really just a matter of whichever looks better.

13
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: January 12, 2013, 11:12:38 pm »
Portrait update:


Think I'm gonna work on some enviros....

14
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: January 12, 2013, 02:59:52 pm »
Thanks for the feedback, guys. :)

I brought some shininess back to the hair:


Phlakes, as Dr D said, the absence of outlines on the bottom of the feet was intentional. I think an outline only makes sense if there is some distance between the edge of the object and the background.

15
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: January 12, 2013, 12:06:49 am »
Edited the hair so it's not so big and spiky:


Also started working on a portrait for in-game conversations (very WIP):

16
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: January 11, 2013, 02:48:29 pm »
The style I'd developed for the character really wasn't sitting well with me, so I took another crack at it:


I think it still needs some palette tweaks, but this is much closer tonally to the character in my head.

Thanks for the critique, Cage. I think the added weight you noticed was the result of removing the outlines. In any case, I'll be changing the sprite dramatically, so i'll be redoing the animations. ;)

17
Pixel Art / Re: Chasm: Character Animations
« on: January 08, 2013, 04:50:51 am »
The intent of the idle animaton is good, but you took it too far! It looks like he's squatting in preparation for a jump, not ready for combat. I think the difference in heights between idle and running sprites should only be a pixel or two; at first glance it looks like he shrank half a foot.

18
Pixel Art / Re: Chasm: Character Animations
« on: January 05, 2013, 04:35:06 am »
1. The arc of the motion blur should be one smooth curve (atm it curves and then straightens out)
2. The blade should end more horizontal, not touching the ground

19
Pixel Art / Re: Red Moon Rising
« on: January 02, 2013, 11:55:39 pm »
I wouldn't write off ErekT's critique as "just a different body type" although he did make some unnecessary changes to physique. He addressed the ribcage-to-waist ratio, which I also thought was too extreme, but he took it to far in the other direction IMO. Also, ErekT's legs look like there're spread at an angle that would provide better support. Lastly, upon further inspection, I think the torso of the original was too long and ErekT addressed by raising the underside of the thigh.

I like Cyangmou's original sky much more than Helm's edit. It looks like the moon is emitting some kind of "lunar energy" off of which the werewolf might feed.

20
Pixel Art / Re: Chasm: Character Animations
« on: January 02, 2013, 11:31:18 pm »
This looks more like a parry than an attack, because he ends in a defensive stance instead of following through. I think the blade should angle back over his shoulder (following the arc of the swing) so he can put some power behind his next swing.

This animation seems like it should be the second attack in a combo. He's starting with the blade low and his arms extended and ending with the blade high and arms contracted. This is much more strenuous and less powerful than the reverse.

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