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Messages - Anarkhya
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61
Pixel Art / Re: (Wip) A Tree
« on: June 18, 2010, 12:18:53 pm »
Well I admit this sentence also confuses me (and my translator tool) as english is not my mother tongue...

@ErekT: could you rephrase this for us: "The other way would be to even out the stark highlights on the right side with in-between colours and/or using colours further apart from each other  on the left side to create a similar sense of contrast there".

62
Pixel Art / Re: My first pixel
« on: June 18, 2010, 11:59:26 am »
Hi!
and Welcome!

I've switched your pic to PNG 8bits and reduced your palette as 2 colors were unnecessary, one blue shade was not mentionned in your palette and one yellow shade was superfluous as removing it doesnt make you loose "information".



Considering the piece, I would say the fur is looking too much blocky/rocky, dont know it this is your esthetical intent, though. Regarding animal anatomy, Im not really in the business but afaics your ears seem a bit weird, not "readable" as ears. Also the beast looks overbrawny (especially its legs). Eventually, the color count seems really fair for a start and the global shape is pretty well drawn.

Note:  You dont need to post a zoomed image as on this board while you click an image it triggers the non interpolation zoom function.

63
Pixel Art / Re: (Wip) A Tree
« on: June 18, 2010, 12:12:25 am »
well ErekT have already translated what my thoughts were:
Quote
The right side (our right) has some sharp highlights while the colours on the left side are more even. This makes for inconsistency within the foilage part of the tree. You can solve this two ways; first one is to just add highlights to the left side but that would appear to bring it forward into the light alongside the right, resulting in a flatter looking tree. Not a great solution in other words.

It seems I choosed the not too great solution in my edit ;)

64
Pixel Art / Re: (Wip) A Tree
« on: June 17, 2010, 10:00:27 pm »
ok, sorry for being obscure, re-reading my post it seems that my thoughts didnt match my words... ;)
edit of the last ErekT image to precise:  

65
Pixel Art / Re: (Wip) A Tree
« on: June 17, 2010, 05:56:30 pm »
Something tells me that the lighting is wrong making the tree as viewed from an impossible perspective.
in fact, it may be related to your detailing/texturing.
Exagerating this I have the feeling that one side is crisp and the other one blurry.
The ErekT version while being nicer and giving a more natural look actually emphasized my feeling...

66
General Discussion / Re: Guess the Movie pixel blog
« on: June 15, 2010, 10:12:19 pm »
...So we agree to disagree on how our desires define our viewer experience. I got the point.

67
General Discussion / Re: Guess the Movie pixel blog
« on: June 15, 2010, 12:45:35 pm »
aha, considering the aliasing field, I understand you think that aliasing have to be there for your nostagia to function.

It may be a fake memory attraction, well speaking from my child experience (precisely, pixelled games from late 1980's to mid 90's, Nes, SuperNes and Amiga systems), aliasing has always been an ugly thing that indicates bad done jobs or early PC monitors and so dont appeal my nostalgia.

As for the street gangs-nekketsu thing you linked, this is probably a zoomed pic so aliasing may be an unwanted resize result...

I'm interested in this discussion about Pixel art representation, so please hang on!
Regarding your attitude, you sound volunteer and sane so dont worry! ;)

68
General Discussion / Re: Guess the Movie pixel blog
« on: June 15, 2010, 12:21:18 am »
Well, honestly, the 400*400 illustration you linked is not my taste and is pretty far from being serious pixel art (Painful aliasing, dirty shapes, no shading). It has the feeling of a wanna-be-pixel piece but with no real consideration for the medium. It could have been nice if vectorized but currently Its just a very rushed and pointless pixel result. btw, where did this come from?

On the contrary, the sprite you've created, evokes a pixel attitude, and show, at least, that some pixel knowledge is going on.
The palette still, IMO, need to be cut, giving the details I see, 16 colors should be a real max. Also, Think about using png indexed, as png 32bits is unnecessary when doing pixels.

69
Pixel Art / Re: [wip] the ruins of Paris
« on: June 13, 2010, 02:59:23 pm »
how to fix the bricks in the tiles to look more textured and blend better with the rest of the game.

IMO, the Batman - Nes (1989) is a good reference for a dark/gloomy/gothic brick tiling with limited palette, 6 colors here (if gui and sprite removed).




70
Pixel Art / Re: Worrior
« on: June 12, 2010, 02:44:34 pm »
Hi!

Difficult angle to work with I would say.
Judging from your fifth image, Your left forearm (including wrist) seems too elongated
and too rectilinear, actually it looks like a stick. As for the lightsource, I'm not sure if the left forearm should be that highlighted...

Strangely, your 1bit sketch, really looks more accurate than your coloured images.
Palette is fine, I like this combination of hues for human skin application.


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