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Messages - Corinthian Baby
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11
Challenges & Activities / Re: The Daily Sketch
« on: February 01, 2014, 07:45:08 pm »
Here's a sketch I did not too long ago trying to focus on face structure. I am pretty sure it has some anatomy issues but that's what practice is for:

Sorry if that's enormous, I'm posting from my phone and don't have any scaling options right now.

12
General Discussion / Re: Pixel Art Night Class?
« on: January 14, 2014, 08:02:12 pm »
Had a meeting with them recently and agreed on 2 hr sessions on monday nights for 3 or 4 weeks per run. Trying to brainstorm marketing ideas since the more students  I have, the more money I'd make. Conflicted between the benefits of niche vs. how esoteric pixel art can be.

Anyway they want me to make a curriculum and test the class on one of their teen groups to see how receptive they are. The real class will probably start in the spring. Thinking of starting with icons and gradually going to characters and tiles, maybe portraits. I've never made a lesson plan or anything before so any help is appreciated.  :y:

13
2D & 3D / Re: Official OT-Creativity Thread 2
« on: January 06, 2014, 07:16:12 pm »
@Mathias: Shaddy's one of my favorite artists, I've seen all the videos and have been experimenting with the technique/brushes for a while now. Make sure you're familiar with all of the intentional functions of each brush, there's a chart with them all on that site. You have to ask yourself what surface you're trying to convey and which brush is primed for doing so. (Tweaks if necessary, especially for leaf brush.) The bold more confident marks is something I am trying to get better at. I have been doing some traditional painting lately because my comp isn't working and it reminded me how much each mark can make or break a piece.

My biggest problem with Shaddy's tech so far is unifying the image I think. It's hard to make that leap from the construction-papery layered design, which mostly is intuitive.
That painting with the bush trees is a good one. He has a concept breakdown of it somewhere which is also worth checking out.

Some neat colors with your bug there. I think the main problem, and this is because you're getting used to the brushes, are the edges, which feel too harsh all over. I've been studying some Wojtek Fus's pieces and he is a master at edge control, very moderate with his hard edges to force focal points. Glad to be able to help you toward more learning. As Shaddy says, don't horde your secrets!

And yeah my painting is a wip, I think I see what you mean with the blurry textures being too much. I'd like to rise out of abstract representations and more toward naturalism. Will try to learn the vector tools.

14
Archived Activities / Re: Secret Santa 2013
« on: December 28, 2013, 03:47:56 am »
Jim16, this is awesome, great style would love to play a game that looks like this. Extra kudos for not letting me go giftless!

Thank you. :y:

15
Archived Activities / Re: Secret Santa 2013
« on: December 25, 2013, 09:50:54 pm »
Amorphous, glad you like it! I tried to incorporate as much as I could from your list and that includes the crazy pallete. My comp is having trouble booting so I didn't get a chance to finish it but definitely will soon.  :y:

I don't know who my original secret santa is, but much love to anyone who wants to make something for me. Much appreciated!

A lot of cool pieces but my absolute favorite so far is http://wayofthepixel.net/upload/ss13/tim_from_Dex.png

16
2D & 3D / Re: Official OT-Creativity Thread 2
« on: December 18, 2013, 09:10:48 am »
New painting from a photo I took in the mountains of Northern California. Feel like it's lacking some juice. Maybe too muddy?

I should also probably use the line/pen tool to make the curves in the road but I have no idea how to use them.

Ref:
http://i.imgur.com/rQ0Gjkf.jpg
Love the tilted swoosh (taken from passenger side during driving.) And the cliffs beckon me to do them justice.

Also if you guys like concepts and haven't seen this site yet, check it out: (Warning: Maximum Dopeness)
http://onepixelbrush.com/

17
I have the backer version from Legend of Iya. Playing on normal was pretty hard but I guess that's what you're going for a la classic Mega Man in a way. Is this the full version?

I got to the end of the first jungley stage but couldn't progress and I didn't know why. I had the ray gun and the gravity ring. How do you save? I'm guessing there are save points but didn't find any.  It was just frustrating having to kill the enemies just to have them respawn a few seconds later, seemed redundent.

Anyway really gorgeous art as always, will probably try again on the easier mode. Great concept too taking something modern and kind of putting a retro spin on it.

18
General Discussion / Re: Found an artist, but what to work on first?
« on: December 12, 2013, 03:25:54 am »
Yeah placeholders are key because it allows you prototype designs. The design of a game should be the top priority because it defines whether it's going to be fun or not. Once it's functional and you know it works well, you can start to dress it up and make it look pretty.

Even professional games do this with block mesh maps before the artists come in go nuts. If you don't want everything to be blocky colors and roughed out forms you can try something more concrete like opengameart.org.

In my own experiences I tend to make whatever's needed at the time. Though back when I had less experience I would skip to a particularly cool area and start making graphics for it but there's kind of no point because you're not going to get to that point in the game for a while and you will probably be a better artist once you do. Although I have also learned to let inspiration dictate, if you are itching and inspired to work on a certain part, then do it before that feeling leaves you.

Which brings me to my next point. Reaching that final polish is not something that is achieved once over. Reduxing is key. Create an area, and then come back to it later when you have accumulated more experience and then fix the hell out of it. After several iterations it starts to shape up and take form.  :y:

19
General Discussion / Re: King Arthur's Gold
« on: December 10, 2013, 02:14:36 am »
I thought color stealing was not breaking decorum in the pixel art community. I mean I get that they copied the idea and all, idk I'm kind of in the middle on this one.

20
Pixel Art Feature Chest / Re: Portraits in general :P
« on: December 03, 2013, 07:58:46 am »
Agree with Chris2balls, you need to slow down and focus on one thing at a time. For the girl portrait, dial it back a few iterations. The 3rd one with the orange diagonal half with the smiley face looks like it has promise but it got diluted by spastic edits.

I would say go back to that version, get rid of the orange once and for all, bring the ref back up (in the same image as your workspace, so you can see it AS you work.) Study the brushstrokes, think about how each stroke can translate to pixel cluster, WHILE keeping in mind the form and overall facial structure/value. (Pixel) art forces you to consider many problems at once, that is why it's so hard.

You're obviously making progress though, just back it up, slow it down, and focus. Clean them pixels up.

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