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Messages - Tuna Unleashed
Pages: 1 2 [3] 4 5 ... 47

21
Pixel Art / Re: Critique for Mushroom Monster
« on: September 22, 2017, 06:12:28 pm »
haha this is cool. the only glaring flaw to me is that his shoulder is too far forward, its torso would have to be twisted for the placement of the joint to make sense.

22
General Discussion / [urgent] graphicsgale .gal file issue
« on: July 25, 2017, 07:26:53 pm »
Hey, I'm currently doing some work on commission and my computer crashed. it seems to have corrupted the .gal file i was working on, as I can no longer open it in graphicsgale. This file has about 10 hours of work on it so I'd really really like to recover it. Have any of you encountered this problem before? I'll upload the file if any of you want to poke around with it.
file

23
Pixel Art / Re: little friend
« on: October 08, 2016, 10:26:37 pm »

24
Pixel Art / Re: [C + C] Dullahan (tips on lighting and shading)
« on: October 08, 2016, 07:48:58 pm »
in terms of the underlying structure its good, but you need to pay a bit more attention to your lightsources

I made a quick edit to give you an idea of what i mean. its not perfect, but it should send you in the right direction. Especially pay attention to the angle the light hits the surface at, the texture of the surface (in this case mostly metal) and the distance between the lightsource and the surface.

25
Pixel Art / Re: Space moais
« on: September 21, 2016, 07:45:43 pm »
Love the atmopsphere and colours! I agree its in need of a stronger focal point, and i think the pattern you used for the sky is a bit odd. maybe try blocking in some clouds, and you could use them to frame the beam of light (assuming it's meant to be the focus)

26
I would definitely suggest working to add some animation tools

27
Pixel Art / Re: sans.
« on: August 14, 2016, 07:02:42 pm »
I wouldn't say that, it seems like you liked the character and the game he's from a lot, and you conveyed that feeling well with your art. I would honestly consider getting feeling into art one of the hardest things to do, and its something a lot of artists lose track of in the race to develop technique. Techniques are important, but they have to be built around a solid emotional core, which your original drawing definitely has!

28
Pixel Art / Re: [C+C][WIP] Slashing and Running
« on: August 14, 2016, 05:06:09 am »

some simple adjustments to the timing can add a lot of tension and weight

29
Pixel Art / Re: [WIP & C+C] Male Anatomy ~ Demon
« on: August 14, 2016, 04:01:59 am »

before you get too concerned with muscles, make sure the bones of the drawing are solid. mostly as long as the pelvis and ribcage are in their proper place, everything else will work out. Once the bones are good, the layering of the muscles makes much more sense, and the drawing will have more weight to it.

30
Pixel Art / Re: sans.
« on: August 14, 2016, 03:24:03 am »
Hey friend! I did a quick draw over your original sprite.

I think the main thing you wanna focus on is the drawing itself of the sprite. Ignoring pixelart techniques altogether, your original drawing (as in the way you rendered the character using linework alone) is lacking a few things.

with a good drawing you mainly want to convey 3 things: the 3d form of the character, the gesture of the character's pose, and lastly the character's personality. Getting more form in your drawings comes from just doing life studies and getting the mileage in there. For gesture, you wanna start with a line of action (the orange line in my edit) which will usually just be a simple curve, then build the drawing around that line, as though the character's mass is resting on that line. As for the personality, i think you completely nailed that in your original version. The way his balance defies physics definitely suits the nature of the character, and you conveyed his relaxed, lazy persona really well!

once you've got the drawing solid, then you can start adding shading and technique to make it all polished and nice


hope that was helpful!

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