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Messages - Hoogo
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31
That does look better, but don't forget to take the gradual fall-off of the torches into account. The further steps are probably not going to be as brightly lit as the nearer ones.

Also, don't forget that the columns are also objects in the scene, they should be lit up by the torches. The columns immediately around the torches would get more light than anything else in the scene.

How about that, is that any better?

32
Quote
I recommend working out the shading for just one frame (or two, the first with the wall, and the last with all the steps revealed), to make sure you understand what's going on with the light before you commit the time to do all the frames.

Yes thank you that indeed seems like the wiser thing to do.


Quote
try drawing a schematic of the scene from above.

Do you mean something like this?
Where the yellow lines show where the torches' light go and green circles show the area of effect of the torches?


EDIT: I tried to focus on what you were saying about the lighting hitting mistly the first steps, and I added perspective as well. Does that look better to you?

33
Quote
What is the main light source in this scene, and will it also be moving? The steps, floor, and columns are illuminated by something other than the flames, and the flames do not appear to light up anything at all.

Actually I meant to make it so that the two torches were the only light sources. I am aware that it doesn't seem like it
that's why I posted on here to get advice. So that's my thinking:
  • The two torches are off the column by a bit, so they still light what's behind the columns, only on a big enough angle though
  • The middle would be the part that's the most lit because light is shone by the two torches
  • There are highlights on both sides of the bricks for because there are two light sources

Please feel free to tell me what's wrong or not. Also any tips of making this particular piece look more realistic would be much appreciated!

Thank you a lot for your advice on moving lights!

34
Pixel Art / Tips on animating any moving light source e.g. fire?
« on: May 08, 2018, 12:04:53 pm »
Hello, I was quickly working on an animation for pixel dailies and I found myself wondering
how to proceed to animate light from a moving light source. Are there any tutorials, tips you might have?

Thanks in advance!

Regards,

Hoogo.

P.S. Here's the animation I made, the highlights look dull due to the lack of movement.

35
2D & 3D / Re: Torso Anatomy?
« on: February 16, 2018, 07:27:03 am »
Here is a great tutorial that may help:

https://youtu.be/ByIMGhV3ITU

36
Pixel Art / Re: [NEWBIE] Robot "launch" animation.
« on: February 15, 2018, 10:13:33 pm »
Thank you so much for taking the time to comment! I will work on everything you mentioned and keep you updated asap.

Your time is greatly appreciated  :)

37
Pixel Art / Re: [NEWBIE] Robot "launch" animation.
« on: February 15, 2018, 03:32:42 pm »
Here, I've tried to apply what you said:
  • Upped the contrast on the wheel
  • Worked with the head just before launch and fixed the spring and neck width
  • Tried to adjust frame length to make it better
  • Made longer the countdown and added the tick and arrow on screen



What do you think? :)

38
Pixel Art / Re: [NEWBIE] Robot "launch" animation.
« on: February 15, 2018, 02:39:29 pm »
Thank you so much for your feedback. I think everything you pointed out is more than valid. I'll rework the bits that need change.

Will keep you updated, thanks ;D

39
Pixel Art / [NEWBIE] Robot "launch" animation.
« on: February 15, 2018, 10:53:17 am »
Hey, I made this animation quickly this morning for pixel dailies. I was curious what more experienced people would thing about it.



Any tips, criticism, comment is more than welcome!  ;D

40
Pixel Art / Re: Experimentation with dithering. Any thoughts/criticism?
« on: February 14, 2018, 09:24:08 pm »
The profile of the gear is meant to be straight and rounded. By that I mean that each dent is supposed to have straight and parallel edges but rounded corners.

The surface of the gear is indeed supposed to be slighted curved outwards. This is sort of what I tried to do with the dithering on the outer sides of the gear.

Actually it's very interesting that you talk about a "face" since I drew the outline of said face randomly with a vertical symmetry tool and I didn't really put a name on what it looked like. Now you say that, it looks like a sort of gargoyle face.

Thank you very much for your comment and for your feedback. I'm glad you like the background dithering, I think it's what I had the most fun experimenting about :D

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