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Messages - Terley
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1
Pixel Art / Re: Portrait: Ewout Genemans
« on: January 10, 2013, 02:22:16 pm »
I had a quick 5 minute attempt at minimising random dithering and clean edges, I've not completely got rid of the dithering, but do you see how having better control can help.


2
Pixel Art / Re: Portrait: Ewout Genemans
« on: January 08, 2013, 01:00:34 pm »
Don't dither the skin. You have enough colours that it is unnecessary, and it adds a fuzzy texture to what should be a smooth surface.

I don't think 'do or don't dither' is the way to look at it, you should use dithering as a blending tool 'where needed' but I agree that over doing it can result in unwanted texture. There are other ways to make colour transitions smoother by ensuring you have good values in your palette, consider un-dithering the face and then see if your at a point were any subtle uses of the technique can improve the smoothness or adds a texture.

But adding texture can improve an image, if a face was left un-dithered it could result in looking very plastic or cartoony; which is why I suggest judging where and when to use it. For instance crinkles, stubble, blemishes etc.

3
Pixel Art / Re: [WIP] Idle Stance for Platformer NPC
« on: October 03, 2012, 01:16:26 pm »
I think you can afford to lower your colour count, I've been able to get this down from 17 to 10. Some of your colours were so close to each-other they may as well be rounded off to one.



I've thrown in a couple of hue shifts for interest and had a go at working on how I would possibly go about altering shading and AA to minimise any look of 'pillow shading'. I think I get what Lachie means, I just reckon when AAing fails to soften it can appear as if everything from an outline in is shade, negating whatever light source you had. Hopefully you can take something from my edit, I'm a little bit rusty.

4
Pixel Art / Re: RENEGADE
« on: November 16, 2011, 02:27:59 pm »
In terms of readability I do like Lazycow's edit, but for a game I feel this could all be perceived as too harsh on the eyes. The contrast with this is too extreme in my opinion but you definately could push the values more without loosing too much atmosphere. It is definately a stylistic option but with higher contrast you've sacrificed your control of saturation.

The motivation behind my edit was more to push you in the right direction as I didnt want you to stray too far from what works with your original concept, I feared too much of a radical change could put a huge spanner in your works.

Here I've made another edit to quickly to illustrate if you did want to inject a tad bit more contrast into this without sacrificing too much atmosphere,

(MEGAQUICK EDIT)


Also to distinguish the sprites a bit more, you could give your sprites a particular colour variable, I've also outlined your sprites.

Hope this helps you out.

5
Archived Activities / Re: Secret Santa 2011 - Signup Thread
« on: November 12, 2011, 11:09:14 pm »
Sign me up. Ive got plenty of time running up till christmas, Im soo excited!!  :lol:

Id really just like something to put me in the Christmas mood. Im also going to Paris for new years to propose to my girlfriend.

6
Pixel Art / Re: RENEGADE
« on: November 09, 2011, 02:39:10 pm »
I really like the atmosphere of this, although I think that your palette may be watering down the detail in parts. It'd be worth trying to draw out the foreground a tad more to distinguish whats actually a playable platform. An easy you could do this is to simply make alterations to your palette in way by giving higher contrast to your foreground and less to your background. A toggle of saturation here will also push back or draw forward parts.



No preference to the hue's used although, I feel it may be too purple.

7
I really don't think you should fall into the trap of over-working this, you've emulated the atmpsphere beautifully.

My only niggle would be the sharp absense of green directly behind the foreground dropping straight into a primarily purpley/blue background, it seems slightly detatched to me. I think there should be more of a transition but I understand for the purpose of a game the distinction is needed.

Good work, I really commend the patience.

8
Pixel Art / Re: Help Clouds.
« on: August 16, 2011, 01:14:31 pm »
Sorry The 7th Sin I really don't think that tutorial would help Juniorps. You should approach this as you would do in any other art form, I suggest you use some good old fashioned observation and work on developing a better understanding of the shapes and depth. I think CodeCriminal has got this on the right track but I strongly suggest gathering a good variety of real life references, you can then at least work on emulating the correct shapes and work on making yourself much more familiar with what you want to portray.

But I do stress, if you're struggling to create convincing clouds really do go back to the bare basics of it, this should be in mind with everything you do. Break it down to the bare bones (possibly a simple silhouette) and built this up step by step, colour by colour whilst working closely with observations and the references you've gathered. If you jump straight into something too complex you'll find you'll lose any grasp of convincing shapes and depth you initially had..

Do you have any atempts to show, I think we would be able to offer much better advice with something visual to go off.

9
Pixel Art / Re: [wip] starting a mock-up
« on: October 14, 2009, 02:24:30 pm »
One thing Ill say is it really helps if the background isn't as contrasted as the ground, you'll find your characters may get lost. Just make sure there's a more obvious seperation otherwise it can be quite stressful on your eyes, especially at this scale. It pushes the background to the back and foreground to the front as it's where your eyes focus to.

Bit rough atm, I'd experiment with different palette tones and start refining details working on the tile set. Keep it up.  :y:

10
Pixel Art / Re: underwater character
« on: May 20, 2009, 04:32:23 pm »
I prefered this with some outlining, nothing too fab im kinda rusty but I definately think you could use this palette more efficiently. Most likely over done it with the dithering considering its still such a small character but still wanted to add some more interest here and there.



love the turtle  ;)

think you could have some improvements with the palette, but just thought I should show how you can make the most of what you have. If anything you could tweek values, hue and saturation to get it spot on.

Hope anything helps, looking forward to any updates.

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