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Messages - TheInquisitor
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41
Pixel Art / Re: [WIP] 2-Color Terrain
« on: June 14, 2010, 11:41:08 pm »
I like Eyecrafts approach for this. I've developed the ruined building look a little further by giving it a "distressed" slant and that great looking shreddies appearance.


42
Pixel Art / Re: Gypsy Forest (RPG tiles)
« on: June 11, 2010, 06:16:49 am »
I've seen what you've done with adding more depth with that reddish tinge, Eyecraft. It works well. The one problem I have with it is that it loses much of that deep blueness, a colour I really want to push for on this set. When I next get chance I'll have a play with the palette and try and mix some of your colour changes in whilst trying to keep that blue element still very clear. Although I thought I'd done a solid job of colour mixing, your example does bring it out a lot more.

Yeah, I can't wait to get onto more of those windows, camps and lanterns. I'm also planning to make little animate dots of light for fireflies and things that'll really give the deep dark blue forest some exciting variety.  :D



Thanks, Jakerpot. Glad you like those other tilesets too. ;) I'm pleased with how the trees have come out for the most part, but as usual for me, each successive tree of the same type gets worse and worse. Not sure why!  :(

43
Pixel Art / Re: Gypsy Forest (RPG tiles)
« on: June 10, 2010, 06:51:33 am »


Aloha again, my friends.  :D

Made a slight bit of progress for this midweek. I've been working some more on that big stone head and here's what I've got so far. I've gone over and started shading it properly now giving it a lot more shape. There's one very obvious problem with it and that's that it's shadows are much darker than all the other objects made for the set. I'll have to go back over it and brighten it all up so that it matches. However I think I've got the actually shape and shades of the head down correctly now. It may just need that last touch of highlight to give it more of a roundness. I fear it might seem a little flat at the moment, especially if I layer it over the trees. I've added some cracks and roughness to the object to symbolise it's stone texture, Rydin. Is this more to what you had in mind?

The trees I'm actually happy with. They could possibly do with an extra shade, but I'll see how they look when I give this stone head a final revision. For now they're looking okay to me. I'm not sure I can add in too much more detail without making them look overly complicated. As you've suggested, the style I'm going for is quite quirky and light hearted, not too deep dark and evill.


Thanks for the compliment, Crazy, but you must be crazy if you believe that.  :)

C+C welcome

44
Pixel Art / Re: Gypsy Forest (RPG tiles)
« on: June 06, 2010, 10:39:13 pm »


Hey ho folks. A litte more progress on my tileset.  :yay: Significantly I've altered the background colours to better match the what I hope to have by the end of the tileset. I still reckon that with this background the trees still stand out enough that they work.

Obviously the most significant new things are the little robed cultist, the WIP colourful gypsy boat and the WIP stone head. The stone head will be part of other broken statue pieces that'll give a nice ambience to the set and map locations ideally. I dreamed up the cultists to go with them just for the fun of it. I've always had a love for creepy looking, sinisterly robed villains. They are the coolest.  :P

The light reflection in the "water" is just a mockup. When I come to making proper animated water I'll be using colours similar to that. The stone head needs better colours, ones which match the others I've used already and will also require some more precise shading. However as it stands I think I've fleshed out a good shape that matches the tileset angle. It was obviously quite difficult as I wanted to get that slant on the object so that it looks like part of a broken statue. I'll add some crumbly bits too.   :)

This set is supposed to be set in a twlight/dusk sort of time. Do you guys think I have managed to convey that well enough? Or does it look more likely nightime? I'm happy with the palette as it is, although I'm struggling greatly with this extravagant boat. I'm interested to see if others read it as twilight. Unfortunately there's no sky visible to make it obvious.  ???

Comments and particularly critique welcome. I'd like to up my abilities in pixelling.  :D

45
Pixel Art / Re: Gypsy Forest (RPG tiles)
« on: June 02, 2010, 07:07:04 am »
Thanks Redshrike  ;D

I like the idea of some darker moss at the edges of the map "tree wall". That should help bring out the best of the trees. I'll certain look into that.  :y:

The object at the top is an early WIP shot of a gypsy caravan. It may go under massive revision before the end. Just a good starting point. That wooded front to it will probably have a door plonked on and a few gaudy colourful patterns.

46
Pixel Art / Gypsy Forest (RPG tiles)
« on: June 01, 2010, 11:51:13 pm »
Hey folks.  ;D

This must be my second ever topic on here. I usually get so stuck into my pixelly works that I don't bother to post progress shots. It's been a long time since I last properly pixelled but I just got that itch! I couldn't get the idea of a nice deep dusky blue forest out of my head recently. I wanted to make some eerie looking forest with a gypsy camp in it, so this is what I've cooked up with so far:





It's early days, I know. I'm happy that I've got the trees out of the way. They are the bane of my pixelling life. I'm hoping to make both gypsy wagons and canal boats. I want them to be colourful, but with that heavy dark blue global tinge. As always I take my main palette inspiration from my pixelling buddy Doppleganger. I do love his colour mixing. Hopefully he'll provide his usual insights here to help me along my way if there is any tweaking required. So far I'm pretty satisfied with the progress.

One question that arises is how do you guys think I should best tackle the grass tile? I did make a start on it in the first image, but I'm not so sure it'll work (the very faint grass above the long grass). I'm tempted to go with flat colour like in Zelda. I also think that the trees and gypsy look so much stronger over that temporary blue background in the first image. Does anybody else agree with that? If so, how do you think I should approach the grass colour.

Thanks guys  :crazy:

47
Pixel Art / Re: The Inn - [wip]
« on: February 14, 2009, 03:32:25 pm »
Incredible piece of work so far, Zi!  ;D Most people probably would have stopped one or two stages ago, but you just keep on going making is more and more impressive. I love the amount of detail you're managing to get into your tiny characters. The colour palette and low count boggles my mind. How did you manage to come up with such invention for all of your buildings? Each seems so unique and well planned out, you must've gone through some early sketches/planning stages, surely? If it's an on-the-fly job, I'll be stunned!

48
Pixel Art / Re: Steam Punk Pieces
« on: February 13, 2009, 09:29:02 pm »
That chain swinging effect works perfectly! That's exactly what I was picturing, but just couldn't achieve that effect. I'll keep that one in the back of my mind for future pieces. A slick job there, Doppleganger. As for Sarah Palin, that's a hell of an edit you made. It's obviously a bigger size than mine to get in the extra detail and allow for more unique posing.  I like the way the hat you've done is a lot looser than mine as well with the outline too. Again another another load of stiffness on my part, something I'm going to have to deal with.

Thanks for the help again, Dop. Both edits look great!

49
Pixel Art / Re: Steam Punk Pieces
« on: February 13, 2009, 07:25:18 pm »
Thanks for the reply, Doppleganger. I assume you've been working on that since I contacted you on GW.

Yeah, I have to admit that I'm quite inexperienced and disinterested when it comes to practicing anatomy again and again and again. I have more of a foolhardy trial and error approach, which is admittedly a lot slower than if I had it all ready in my head. And yeah, mate, you do owe me and edit on that chain.  ;) Part of my problem though is that I always cater my pixel work to RPG Maker, so it's all of the traditional stuff facing the same directions or being functional tiles and things. Because the sprites of the gang are quite smaller, the thinner blokes do have spindley arms. Considering how small they are, I kind of thought I did all right on them. I do have a habit of making hands as balls though.

By all means, carry on shading the zepplin as you feel fit. I think it'd be great to see your view on it, but don't show it around until I finish my own version, otherwise I'll probably get too tempted just to copy yours. And thanks, I'm pleased with how the design went. :D I like the way you've mixed in a bronze colour with the beige of the zepplin's balloon texture, but it's your use of dull greens that I find best. They mix in so finely. As a criticism of your version, I misinterpreted the metal plating around the biggest cog on the arm. You've got the shape inverted to how it should be. I noticed that you added some anti-aliasing. I won't be doing that myself though because as you expect it's for RPG Maker and it doesn't support it.

And, unless this is specific to my screen, doesn't pixelation's zoom feature blur the images as it zooms?

Thanks, Doppleganger!

50
Pixel Art / Steam Punk Pieces
« on: February 13, 2009, 05:12:53 pm »
Hey folks, I'm new here and I'm looking to learn from the best. The best are here and so I'm here. Hello all.  ;D

I've been doing a bit of pixelling reasonably recently and here's what I've come up with:







These ones above are finished pieces. I've been into steampunk lately so I fancied doing some weird and wonderful creations for them. For the middle gang member, I was originally wanting to make it so that it looked like he was swinging the chain like a lassoo in a casual but ultimately threatening manner. I cannot think how to approach pixelling a spinning motion though without actually animating it. With the very few ideas I had, I found it too hard to make it clear over his white shirt. Does anyone have any sharp advice for me on that?




This one is obviously a work in progress. I wanted to go bigger and grander than my usual pieces, but getting the shading looking great, but still consistent is starting to cause me agro. I feel I need more shaded detail on this piece because it's so much larger.

Generally I think there are two big problems with my work. Firstly I don't really use a mixture of colours enough so a lot of my stuff looks pretty lifeless. On the most popular and successful pixel pieces, they always blend in greens, blues and whatever else together to make brilliant results. This is something I rarely try, but something I'd definitely like to get my head around. The other big problem of mine is that I'm badly stuck in a comfort zone that I'm struggling to break out of. My sprites are always in the same poses, with the same expressions and always the same proportions/styles. There is no invention or creativity in my work, which is something else I'm trying to break out into.

Comments and critique are very much appreciated, fella's.

Inq

 :D

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