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Messages - r1k
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21
that was going to be my comment as well.  Try to replicate the futurama style in pixel art.  Futurama uses flat colors so I'd ditch the dithering.  You might need to reconsider which details are worth keeping and which are turning into noise at this scale.  No complaints about Farnsworth but the wrinkles on Mom's neck are too noisy.

On the buildings I'd go for solid, flat shading, and ditch the use of gradients.
I think you got the shape of the planet express ship a little off on the nose, recheck your reference for that.

22
Challenges & Activities / Re: The Daily Sketch
« on: February 05, 2015, 05:45:03 am »
beetleking that looks awesome. The sketchiness of it gives it kind of a clay look.  I think the perspective would be more like this:



that, or make everything in a strict side view.

23
Pixel Art / Re: [WIP] Horse with no name.
« on: December 16, 2014, 08:17:00 pm »
actually if you want to imply that, Id get rid of the sun beams.  I havnt read the thread just did my edit based on the one line I remembered from the song where he says it was nice to be out of the rain.

24
Pixel Art / Re: [WIP] Horse with no name.
« on: December 12, 2014, 09:40:36 pm »
what if you had the sky showing the sun breaking out through storm clouds, like the storm just ended.  Quick edit cause I gotta go somewhere right now


25
Pixel Art Feature Chest / Re: Forest tileset...
« on: November 29, 2014, 09:29:41 am »
another edit



just took arachne's but made the grass tufts lighter.  Then made some of them the original darker color again.  I dont know if that might be unpractical for tiling though

26
Pixel Art / Re: [WIP][C+C]Protector of planets
« on: October 22, 2014, 09:52:06 pm »
some quick edit on how you can shade the planet



If you google planet, youll see alot of images where the dark side of the planet is nearly black, or even just blends in with the space behind it.  You can go pretty high with the contrast on them.

27
Pixel Art / Re: [WIP] Game Art
« on: October 08, 2014, 08:06:51 pm »
As facets diagram mentions, you can also make the foreground pop by making it brighter.  Might have overdone it here, changes the feel of the peice a little

28
Pixel Art Feature Chest / Re: [WIP] Pixel Assets [C+C]
« on: September 30, 2014, 06:36:39 pm »
AlcopopStar, you should realize there are two ways to make a picture grayscale.  Converting the image to grayscale, and setting the saturation to 0, which is not an indicator of actual contrast of value between colors.  I see you did the later.  Heres a simple image I made to demonstrate this to someone else a while ago



the HSL color system is a little different than you might think.  The LUM value (lightness or darkness) does not represent an absolute lightness or darkness.  Basically how it works is a LUM of 120 at highest saturation is the brightest/purest version of every hue.  The purest blues happen to be dark and the purest yellows happen to be light, even though they have the same LUM.  So when you just set the saturation to zero that blue and yellow are both gonna turn into the same gray.  Thats why you have to convert to grayscale if you wanna compare value contrast between colors.

29
Pixel Art Feature Chest / Re: Perspective Homework - Help
« on: August 14, 2014, 04:59:11 am »

ya thats wrong to, it would look like that.  As you can see each box is a different shape, so its unreasonable to use one point perspective for a game because you couldnt reuse any assets that way.  Which is why 2d games dont use realistic perspective.

30
Pixel Art Feature Chest / Re: GBjam: circular staircase in platformer?
« on: August 05, 2014, 08:23:47 pm »
theres another example in megaman x4, though it moves so fast its kind of hard to see
http://youtu.be/EI3OLfPmcww
starts at 15 seconds.  Cant think of any examples that are more 2d like your mockup though.

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