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Messages - EkbatDeSebat
Pages: 1 [2] 3 4 5

11
Pixel Art / Re: Crazy Cat [WIP]
« on: August 04, 2009, 03:38:49 pm »
Scribblette: I just don't see how drawing can help you PIXEL art better. I'm not trying to be mean but I'm just saying...

Whether you are drawing with pen on paper, painting on canvas or drawing/pixeling on a computer: you are working on art! Over the past several hundred years, certain techniques have been developed to render an image. It would be unwise to not look into it, as you will deny yourself the basics of art. Which apply to pixeling as well.
It doesn't matter if you want to create a realistic image or a caricature: The same rules of art still apply.

Let me give you an exagerated example:

Simple basics like rendering a shadow on a sphere correctly so that the sphere looks round. And not something else. I'm sure you can tell that the right image is not a sphere.
It won't be a sphere in a realistic setting. And also not in a comic setting. The science of the right shadow is simply faulty.

So I'd advise to look at some realistic stuff (be it a cat or a ball) and draw that on paper. Wielding a pencil is a lot easier than figuring out where to place your next pixel, and it puts you pretty much at the same place where all the great artists once started :)
Draw, a lot! At least one hour a day and draw not what you think you see but what you actually see.
I think you can put that to the test by drawing a mug or teacup. It's the infamous test to see how your technique is developing (or not).

Hope this helps in any way!

12
Pixel Art / Re: Alien Animations [update 5]
« on: August 04, 2009, 03:15:00 pm »
He seems to be punching with his right fist/lowerarm, which goes up too much.
When you look at the way you animated the left (foreground) arm:
the lower arm stays a lot more on a horizontal plane.
I think you should do this for the right lowerarm as well, which is now pointing upwards the whole time, making it look like he's punching.

Hope this helps!

13
2D & 3D / Re: Official OT-Creativity Thread 2
« on: August 03, 2009, 10:13:28 am »
Alright, I thought so.

So does the actual surface of your planet, for example, use so many polygons, they aren't visible anymore? Would seem like an awfully lot.

And if so, why isn't the same kind of detail used on the smaller elements?

Well, in Cinema 4D (where I made it in) you can set a smoothing to happen upto a certain degrees. So if adjacent polygons make an edge that is for example 40 degrees, but I only wanted things smooths when it's below 35 degrees, than that edge won't be smoothed out and it becomes visible.
So I wanted the surface of the planet to have no edges, cos that'd break up the image too much. Same with the pink rocket sun and the rightlower spaceship. :)

14
Pixel Art / Re: Grass and dirt tiles -- comments?
« on: August 02, 2009, 08:29:17 pm »
hi Lendrick,

At the moment your tiles appear too flat and too repetitive.
The grass for example could use some higlights here and there, to show the difference in the height of clutches within the grass.
There's a good tutorial at:

http://gas13.ru/v3/tutorials/sywtbapa_de-mystifying_greats_1.php

This image is from there as well:

You see how the leaves are defined in the grass? And it has some brighter patches, that makes it more lively and give it more volume/depth. By having several tiles with different configurations of the brighter pathes, you also break up the monotony. Yaaay! :)

I guess the same counts for the dirt. Good luck, hope this helped a bit.

15
2D & 3D / Re: Official OT-Creativity Thread 2
« on: August 02, 2009, 11:14:57 am »
thanx guys :)
@Dr D: When you're working with 3D, everything is built from polygons. They're like pixels: the buildings blocks of your object.
So If you look at the clouds for example, you can see that their shapes are built from little triangles. Each one of those triangles is a polygon :)
The more polygons you add to your object, the more details you can make, and the smoother the surface can get (if that's what you want).

16
2D & 3D / Re: Official OT-Creativity Thread 2
« on: August 01, 2009, 06:57:00 pm »
hey guys!

thought I'd post this here:


Little 3D thingy I made a while ago (I was procrastinating  :-[); I wanted it to look cute, so I used very simple shapes and kept the polygon level as low as possible.


17
Pixel Art / Re: The Deep
« on: August 01, 2009, 01:32:52 pm »
bijna! :)

Right now the smaller jellyfish's tentacles are too bright red. I think your left jellyfish was better in your previous edit.
Now, its red seem almost as bright as the red tentacles on the big jellyfish.

18
Pixel Art / Re: The Deep
« on: August 01, 2009, 12:32:07 am »
hey mede-nederlander! ;-)

I'm all for the darker one too. The big jellyfish colors can stay as is, they can glow right?
Perhaps the image coud get more depth by slightly lowering the saturation of the smaller jellyfish. And maybe skew their hue towards a bit more green/blue? Just slightly, to give a sense of distance.

Keep up the good work!

19
Pixel Art / Re: [WIP] Mars combat vehicles
« on: August 01, 2009, 12:26:01 am »
I'm doing something on Mars too! :P

I think you should work more on the volume of your vehicles/units. They're too flat now. I made a small edit, to show you:

The turret hasen't really got a defined shape at the moment, so to it's right you will see the basic shape, without the detailing.
Is it a half dome shape, or something with sharp corners? That's up to you, but you should make that more clear with the right shading.

And I also put your 'truck' against a martian colored environment. That's what I learned here  ;)
See how the orange color of the vehicle doesn't make it stand out against the background? Something to keep an eye on. (Hell, for all I know your Mars could be covered with pink and purple plants  ;) )

Hope this helps a bit and good luck!

-fellow martian freak-

20
Pixel Art / Re: [WIP] Shiny robots
« on: July 30, 2009, 10:43:59 pm »


Ok, small update: colors have been shifted slightly, so they fit better in the martian environment.
I've mostly been fiddeling with the secondary highlight, trying to get it right.
Batch 1 is basically the same as my previous update, but with a more subtle highlight on the robots' bellies, with the light source set a bit lower to the ground.
In batches 2 and 3 this highlight has been shifted more towards the viewer, but I couldn't really decide on it's size. I think in batch 2 the vertical stripe of the highlight breaks up the geometry of the robots' bellies a bit. Maybe a bit too much.
So I made batch 3.

What do you think?

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