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Messages - Beoran
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51
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 24, 2008, 12:54:48 pm »


OK, I think I understood what was wrong about the pelvis. I was adding too much anti aliasing there, what with the triple line of the pelvace. I thought the triple line defined better, but, now I understand that the anti aliasing made the definition of the pelvis worse. In this edit, I also added more dramatic highlights similar to the ones in your edit, but asymmetrical for extra effect. I especially like your head highlight, I wonder how I never thought about that before. I did not change the face as per your edit because I think it changes the expression in a way I dislike. It may seem like too much anti aliasing, but it really helps in defining the face from the rest of the head, I think. I also didn't adopt your edit of the beasts completely because I think it makes them look too square.

As an aside, the image should be seen in a +- 2x magnification as that how it will be seen on the game screen (640x480 resolution).

I also made the contrasts of my color ramp somewhat stronger, and you can see in the grayscale that the contrasts are now better. But I did not change the hue, as I like this "piggy" color, and IMO, the other skin color looks too reddish to me. Maybe it's because I (think I) have some funny kind of color blindness where dark colors don't register. Maybe I'll just let the player set their character's palette the way they like it. :p

Edit: I just did some online tests and finally I found out that I have "Deuteranomaly" (nothing any doctor ever could tell me), that is, I can see all colors, but green less intensely so. That means that the skin colors you propose will look more red to me, because I don't see the green in them as intensely. That's also why I add more green (towards yellow) to make a skin hue.

52
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 24, 2008, 06:45:43 am »


I took a look at this reference, and indeed, the highlights are next to the nipples, and also in the cleavage:
http://media1.break.com/dnet/media/2007/6/26jun08-perfect-breasts.jpg

So I adjusted my highlights. I looked up "banding", and I tried to remove it from my sprite, but I'm
not too sure I caught it. When I looked at the Santa Claus you edited, I could see the improvement, but not quite grasp
how you did it. Also, it's more easy to see banding in other people's art than in my own, I guess. :p



As for the colors, I don't like colors with a too low value, as I don't want it to look too dark. I kind of disliked the dark feel of the colors of Ryona's edit. Also, I'll be swapping the palette, so what is most important is the range of contrast. I made a grayscale above, and it kind of looks OK. Or perhaps my mid-shadow is a bit to similar to my "normal" color?  Anyway, if you have a suggestion for a palette edit, I'd love to see it. :)




53
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 23, 2008, 06:24:39 pm »
Update:


For this one, I tried my hand at shading it anyway, because I decided to up my my art goal to better than PS4, not equal to it. I realized that I need one more color for the body colors to pull this off, namely an "inline color", making a total of five, not four colors. Before I was using outline and inline together, which gives huge problems in defining the neck, breasts, etc.

I'm quite content with the general look of this one, It has the style I like and not too much shading (which I tend to dislike). I can't think of any way to improve it, except maybe the palette, as I tried many changes already that didn't improve anything, but if someone has more hints, I'd love to hear them. :)

Oh yes, and it's not asymmetrical in pose, but it is in shading. I wanted to keep my base easy to add clothes on whilst simultaneously adding a little bit more "extra" to it.

54
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 22, 2008, 06:20:12 am »
If you are a computer programmer, I'd reccomend to you to take a look at egg, or at explogen. These programs can generate nice exlosions for you
without too much efforts.

http://www.talula.demon.co.uk/egg/index.html
http://gmc.yoyogames.com/index.php?showtopic=211466


55
General Discussion / Re: Making night sprites for a game??
« on: September 22, 2008, 06:04:08 am »
Apart from what is mentioned aboven you could:

  • Use a command line tool such as ImageMagick or Graphics magic to do a batch conversions (you can modify all files in one go).
  • Simply render a semitransparent black or dark blue rectangle over everything, just before rendering to screen. This is especially easy in SDL-based games.

56
General Discussion / Re: You've all heard of Rippers, what about "Inkers"?
« on: September 21, 2008, 09:27:03 am »
Well, I think that it is a nice and polite thing to mention if you are using someone's palette, so the person whose palette you are using can know that his work in making the palette is appreciated. Artists generally care for getting credit and kudos, and I think they deserve it. :)

57
General Discussion / Re: Website idea for pixel artists and game-developers
« on: September 21, 2008, 09:22:08 am »
I'm more of a programmer than a pixel artist myself, but I think this idea could be nice. As an open source developer, however, I'd like to see an extra possibility, that is, paying t he artist to release his work under the attribution/share alike creative commons license. A bit like the ransomware approach, if you know what that is.

58
General Discussion / Re: Yes, I admit... My last artist was...
« on: September 19, 2008, 08:19:37 pm »
I guess the best thing to do is to simply designate the best artist to be the "style-dictator" who others have to imitate.

59
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 16, 2008, 09:00:40 pm »
Well, Tobe, that's an argument I can somewhat understand. So perhaps I won't go for a full 3/4 view, more like a "slightly elevated view" as my sprite was called before. I think it should be possible to also emphasize the face in that way.

60
Pixel Art / Re: [WIP] ORPG Sprite (Need Crits)
« on: September 15, 2008, 06:53:41 pm »


I just increased the contrast by 40 points in the GIMP. Notice how it already looks more defined and now it's more easy to see the details. It's alos easier to see that there are indeed too many colors. But don't let that discourage you. :)

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