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Messages - Corinthian Baby
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51
2D & 3D / Re: Official OT-Creativity Thread 2
« on: July 09, 2013, 06:26:55 am »
New painting which is a redux of the poster from this topic:
http://www.wayofthepixel.net/index.php?topic=14510.0
Mainly looking for compositional/color stuff since it's mostly sketchy thus far:

Think of the kid as a samurai gohan. A bit scared yet cold determination.
Edit, update:

52
Good call I had forgotten about that. Jinn is indeed incredible with colors/rendering. I'd love to see some post-GB mockups with those sprites!

53
Not quite as related to memory space, but I was looking over the tiles and I think they are fairly succinct and readable for a GB game. I know that when I played as a kid, I didn't really have to think, "what is that?" Of course there are the infamous barrels everywhere that literally could have been anything else, but for the most part the buildings are recognizable, the grasss, the trees look like trees. It's just the crazy pallets being used to render if you played on GBC (Which I did). Everything was either all red or all green, I remember that, and I think the GB chose more red pallet stuff because I was playing "red version", and same for blue and blue.

Although as time went on and I got to the GBA games, I thought to myself "I could make this better, I would change this map, etc." By the time it got to the DS games, I was like "good god get me some AA". And there are a lot of graphical changes I would make to those, but it also is psedo 3D in that it changes/shifts the view to stay within perspective instead of being fixed. But those are critiques for another time, perhaps.

54
I think we should be looking at these sprites in the initial GB 4 color greys first, and then looking about how we can apply 4 color preset pallets to them efficiently. Just to kind of see how we would do it vs. how they did it.

I think looking from the green sprites to the red/blue we're more familiar with, we can see what kind of criticisms they received and how they tried to improve them. One interesting thing about the sprites is because of the limited room, they used perspective and foreshortening to fit some of their designs in place. While it adds depth, it can also cause readability issues, so it's a double edged sword. I really think it works for Sycther and Hitmonlee. Others like Machamp and Hitmonchan look more confusing at first glance.

They also look much more zany and cartoony in the green sprites, the poses are more dynamic, aggressive and tensed in the red/blue ones. Maybe they studied how composition works best either directly before or after the action. That's why those perspective ones look kind of out of place because it's somewhat during the action.

Look at green version Kabuto, from a design perspective, pretty readable. Compared to red/blue Kabuto, a bit more confusing, especially if you don't have the comparison, and are just going from the sprite. I remember playing the original and thinking how weird he was, I thought those 2 dots on his shell were his eyes. So changing the sprites to be more battle ready also created new issues I geuss. But look how well it works for green Porygon to r/b Porygon. One is like testing the waters to get comfortable with the design, the other pushes it into the 3rd dimension.

For the record I still don't know what's going on with Trainer Cuball's crotch protector.

55
Creature stuff is great, (just peep Cure's remakes of the original 150) but I would also like to look at some tiles and the evolution of the tiles over the pokemon generations charting how they developed.

56
General Discussion / Re: Restoring the former glory of Pixelation!
« on: May 22, 2013, 03:44:29 pm »
I was thinking of red and blue when I made my first post. Even back in 09 I wanted to take a look at how the pokemon style has evolved. Especially with new res and tech they've maintained that blocky look with some success over the years.

57
2D & 3D / Re: [Digital Painting] - Game Poster/Cover art
« on: May 22, 2013, 04:09:58 am »
Rebooting this poster with a new sketch for composition:

Pose based on roningai ref I posted a while ago.

58
General Discussion / Re: Restoring the former glory of Pixelation!
« on: May 22, 2013, 04:04:19 am »
I'd like to see some more commercial critiques. I know I have some ideas for some. Or more stuff like Helm's cluster study from Altered Beast, which was awesome.

59
2D & 3D / Re: Official OT-Creativity Thread 2
« on: May 14, 2013, 01:23:35 am »
Hye guys, sorry if I'm flooding this topic with iterations of the same painting, but you guys have brought up some great points and helped me push this to the next level.

@Facet, I'm not sure what you're seeing in that original, maybe it was the solid and more vibrant colors since I didn't use any transparencies. I tried to incorporate some of that original juiciness.

I also tried to layer those rocks to bring in the depth again, like r1k said.

60
General Discussion / Re: pixel art job?
« on: May 07, 2013, 09:21:12 pm »
Stability is one part of it. A big part. The other for me, would be that working in house thrusts you into an environment where other artists are doing the same thing as you, so you have a lot to learn/inspire from each other, and the camaraderie that comes with that.

Of course if all else fails, this site can  be a surrogate to supply some of that as well, but the in person interaction version of it can go a long way.

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