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Messages - Quake
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1
I've done an edit of the turret. Not sure whether you were meant to do this, but each pixel was bigger than 1 pixel. So, I resized it by 50% to 64x64. Try not to make your sprites too big.



I did an edit a few weeks ago for someone elses car, but this may be useful for you too. On the left:




2
Hey man,

Really good job for your first day. Some nice pixeling going on.

However, I'd try to refrain from dithering on objects that don't need it. For example, the wooly hat should be fluffy and smooth, not rough, which dithering makes it look like.

Try to limit the amount of colours you use as well. You have quite a lot on the green turret, and they're not really needed.

Don't be afraid to look at how other people do things you're trying to do.

eg.




Good examples of animated fire:



I'll try to do some edits of your pixel art tomorrow. Hopefully that'll make it clearer what I mean!

Keep up the good work!

3
Pixel Art / Salamander
« on: July 28, 2017, 05:18:09 pm »
For the weekly competition at Pixeljoint.



Any thoughts would be appreciated. Specifically on the form of the shading as I'm not too happy with that.

4
Pixel Art / Re: [CC] Mountain Tiles & Backgrounds
« on: July 25, 2017, 07:21:15 pm »
Much better!

The game is looking awesome. Keep up the good work.

5
Pixel Art / Re: Mini bear
« on: July 23, 2017, 01:26:10 pm »
I definitely think the spaceship could just some blocked colours, rather than dithering (the cross things you mentioned).

Also, try to visualise how a shape is formed. eg. the form of the cone on the top of the rocket is similar to a triangle, and so the shading would follow that shape



Block some colours out, feel the form of the shapes and get that finalised before adding dithering etc.

6
Pixel Art / Re: [CC] Mountain Tiles & Backgrounds
« on: July 23, 2017, 08:56:12 am »
I definitely agree with Eishiya's critique. I'd also potentially lower the contrast of the closest layer of trees, as they could be construed as barriers.

I did an edit using Eishiya's as a base (hope you don't mind). Made the first layer even less bright, and changed the colours of the rocks. Changed the colour of the trees in the background, as well as changed the position of the middle hill because it aligned too 'well' with the layer behind, and so looked weird to me.



7
Pixel Art / Re: Romulus and Remus mockup
« on: July 01, 2017, 09:32:30 am »
Very nice!  :y: :lol:

About the grass, I think it looks good. it might benefit from having some vegetation a little taller in front of/behind the characters to make the ground a little less flat

kinda like this, but much more discrete

Thanks for the suggestion. Yeah, I completely agree with it looking flat. I'll work on adding some 'shrubbery' so it looks better.

Currently in the process of fine-tuning:

old ----- legs done ----- potential sling thing

8
Pixel Art / Re: Romulus and Remus mockup
« on: June 30, 2017, 09:31:16 pm »
Slowly making progress.

Thoughts on the grass?


9
Pixel Art / Re: [CC] WIP Eye
« on: June 28, 2017, 05:42:04 pm »
Hey man,

I'd ease up on the anti-aliasing. If you do too much, it starts to blur the line. Also, AA is best when you want to 'blend' between two colours, so the change isn't as abrupt.

Personally, I'd try to do a face, instead of just an eye. That way you can have the AA blend on the face and work on your skills of creating a 3D looking object.

Look at the pixel joint website for inspiration. Do some searches for faces, characters etc. You may find something you like. Look at what they did, how they achieved the look of it, and try to incorporate that into your works.

10
Pixel Art / Re: Romulus and Remus mockup
« on: June 27, 2017, 03:58:49 pm »
Well, I'm no pixel art expert, but I'd have no issue playing a game with those sprites in it :) I think they're quite good~

One thing I'd recommend is maybe moving the left arm just a tiny bit ahead, maybe so you can see another column of pixels on the hand. Right now at native res it seems a tad small. Or maybe instead of making it bigger you can lighten it up a bit. I know it's a hand based on my knowledge of human anatomy, but it doesn't QUITE read as one to me, it's a bit too small and/or dark.

There's also a very slight bit of weirdness with the tunic near the right hand, it looks to me like there should maybe be a few transparent pixels in places where there are colored ones. Specifically right beneath the thumb and to the right of the fingers, notice at native res it looks like they have a lump on the outside of their leg.

All in all lovely work!

Thanks for the recommendations. I've tried to do what you said.  I think it looks much clearer!

left is old, right is new:


not sure if its just me but the face looks like it is occupying a little bit too much space of the head. While it is common to have unproportional big heads in pixel art, just having a big face looks a bit odd to me.


I'll have a play around with that :) Thanks for letting me know.

------

Update:

- amended characters a little and started to work on the cyclops



Update 2:

- more work on cyclops. Any thoughts would be helpful.


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