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Messages - r1k
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231
2D & 3D / Re: Official OT-Creativity Thread 2
« on: November 28, 2010, 06:24:37 pm »
what did you use for the skin tones in the 4th sketch?

232
Pixel Art / Re: Disney Characters pixelized then painted.
« on: August 26, 2010, 10:20:12 pm »
this is kind of interesting.  As far as the new images go, maybe its just me but I want to see some AA on phineas' nose.  The idea of having AA in the painted image just seems interesting to me because of course AA is used in pixel art as a sort of blending between colors and it is not neccesary in a painted image because you can just blend the colors of paint together.  Also since the painting is larger than a pixel image would be the AA wouldnt really create the same sort of optical blending it does in a small pixel image.  For those reasons I feel like it would even emphasise the pixelness of the painted image even more perhaps, that is if youre willing to give up some of the 'retro' aspect in doing so.  That said however, I think the scooby doo and shaggy work fine without it.  Last thing, I think doofenshmirtz has too much information compared to the other characters that using the black outlines is making it look just a little bit messy.  You might consider making that one just a little bit larger, but then I guess he would be in a different 'resolution' than the other ones in the set.  IN the one where perry is wearing the hat I think his eyes look a little off, as does the hat I think.

233
Pixel Art / Re: Stylized Portaits [C+C]
« on: August 26, 2010, 10:12:13 pm »
ya I agree about losing the likeness.  I think the old nose and eyes were better.  The way you have his eye sockets shaded right now make his eyes look more deep set than I think they should be.  Also the new nose is just kind of wierd in my opinon.

234
Pixel Art / Re: RPG cave tiles, nes pallete
« on: July 16, 2010, 03:23:30 am »
okay heres a new version

235
Pixel Art / Re: RPG cave tiles, nes pallete
« on: July 15, 2010, 02:06:14 pm »
ya I was just looking at that too, Ill try darkening them later on.  DO you have any prefference as to which of the ground tiles are better though?  Of the 2 on the bottom image, I kind of like the right one better, but on the other hand the left one is warmer and more simplified, so Im having trouble deciding.

236
Pixel Art / Re: RPG cave tiles, nes pallete
« on: July 15, 2010, 01:17:39 pm »
the stuff on the pallete is just cause I resized this pallete to fit better
http://ramsites.net/~alticend/color%20studies/NES_palette.png
but Im guessing that was an indirect way of saying I have too much texture?

I tried making the ground tile have no texture, though I think the ground is too plain that way.  I can see about a more subtle texture, but I havent had any success with that yet.  Also tried making the ground shadows only on the side, smaller, and all black, in addition to various small changes.

edit: heres a quick minimal ground texture.  needs work but just an idea.  Or maybe take what I had before but use the dark gray instead of the light gray, since the dark gray and brown are almost the same value it decreases the contrast of the tile.

237
Pixel Art / Re: RPG cave tiles, nes pallete
« on: July 15, 2010, 02:30:38 am »
hmm the grey seems darker to me but maybe its my/your monitor thats the problem.  In any case I tried switching the grey and brown around



so I tried switching the grey and brown in the shadowed ground tile.  Currently the shadowed grounds on the left side of the image are the new switched around way and the ones on the righter side of the image have it the old way, though the old way is different now too because I noticed the shadow part was slightly different than the non shadow part.

Also tried using yellow instead of gray as the lightest shade on the walls just to see how that looked.

Changed the border around the ceilings.  I think its more interesting now but needs a little word still.

238
Pixel Art / Re: RPG cave tiles, nes pallete
« on: July 14, 2010, 03:05:25 am »
just trying out different ways of doing the rocks



walls changed, though theres some tiling issues.  And darkest color from the non-shadow ground tile removed to try to make it a little less busy.  Still need to fix the border thing around the ceiling among other things.  Also having some trouble getting the area where the wall meets the floor to look good.

239
Pixel Art / RPG cave tiles, nes pallete
« on: July 13, 2010, 12:46:47 pm »
SO Ive been having some trouble with these cave tiles using nes pallete.  Im using up to 4 colors per tile, Im still not sure about the colors.


240
Pixel Art / Re: [WIP] NEW sprite (base + clothing)
« on: July 09, 2010, 05:14:12 am »
for the template you could reduce the colors, increase contrast, simplify, and add hue shifting.  Right now your colors are too plasticy which makes the templates look more like blow up dolls than actual people.  Heres an edit I did to give you an idea, I didnt really adjust the actual line art that much

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