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Messages - STE 86
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Pixel Art / Re: ZX Spectrum Double Dragon remake WIP
« on: February 22, 2010, 07:03:57 pm »
there's a certain thrill in pulling something off with such limitations  ;D

oh yeah :)

which is why i am involved with current projects looking at ramming Paradroid and Exploding fist into the atari 800 :)

and have fairly recently finished converting 200 odd frames of PC prince of persia classic to c64/atari 800 specs :)

if your team or the speccy community have any use for the armalyte spriteset i will post them on here. just ask.


Pixel Art / Re: ZX Spectrum Double Dragon remake WIP
« on: February 22, 2010, 08:04:34 am »
double dragon i assume from memory will be quite a graphics intensive game to shove into an 8bit in what i assume is a single load. if its transient (or multiload as it used to be called) then many things are possible.

however i get the impression that the objective is as close a copy of the arcade game as humanly possible in 256x192 in mono (+attributes?).

which means basically u stick to the brief. :)


hmm actually i think i preferred it when u wrote single line posts but hey ho.

at no point am i saying that critiques are at all bad, indeed when i taught graphics they were mandatory. but critiques must be based on practical advice tailored to the individual piece, not sweeping generalisations or rules to follow. and crits couched in pretentious sounding "techie" or "arty" sounding terminology are of very little help to anyone who hasnt frequented YOUR scene before. (i know this because when i first came here i couldnt understand what alot of your "arty technobabble" was about)

that being said, tutes on AA or general anatomy are always useful to be pointed at. however as a "generalisation" on here i would say that 80%+ of all crits on here should really start with "GO AND FIND REAL LIFE REFS" as the amount of time newbys on here have just tried to make up the subjects pose, detail etc is just exasperating.

there is absolutely no excuse these days for not google image searching for the elements u are trying to recreate.

maybe there should be a general tute/sticky on finding real refs on the net?

lastly, as real life events have just made clear to me, don't get wrapped up in your own little world of art and take it seriously. art isnt serious really, u just think it is at the moment. it doesnt save lives, it should really be fun and enjoyable.

i think THAT perspective only comes with age tho. when u realise just what DOES matter.


Pixel Art / Re: Nurse Logo WIP
« on: February 21, 2010, 11:31:11 pm »
vector drawing is very easy to pick up but requires a slightly different "mindset" to raster.

with vector u are plotting and curving beziers, but to my students i always tried to explain it by saying the nearest "real world" type of art i can think of is constructing a picture from layers of cut paper.


Pixel Art / Re: ZX Spectrum Double Dragon remake WIP
« on: February 21, 2010, 09:02:21 pm »
Armalyte really was only a 1 level evaluation piece done for Thalamus by John Wildsmith and myself.

all that exists of it at my end are several sheets of mono sprites ported from ST to PC years ago :) (sprite dev was done on ST). the backgrounds were going to be touched up c64 charset with the Hi res bit set to make it mono. i remember retouching the c64 first level chars in the native c64 editor so john could piece a level together but i dont have that.


Pixel Art / Re: ZX Spectrum Double Dragon remake WIP
« on: February 21, 2010, 07:07:28 pm »
ok as a old guy who used to do this stuff for real :) my advice if u are going for a semi authentic conversion would be to:

a) ignore the fact that the arcade walk cycle is awful and just live with it :)

b) reverse out the boots so they are black and pick out the highlight instead. ( i am assuming full proper masking will be done)

c) maybe add a black belt to divide him a bit

d) use a couple of pixels on the arm to delineate his bicep like the arcade and see if u can add the chest muscles with a 3 pixel inverted Y.

also it may look good if u gave him a dark jacket too just to break up the flesh areas.

these could obviously all be done an any of the variations u choose to use.


Pixel Art Feature Chest / Re: [WIP]-Female Anatomy-[nudity]
« on: February 20, 2010, 10:07:29 pm »
bloody hell. whats that title of that book?

"an introduction to drawing russian shotputters volume1"?


Pixel Art / Re: Nurse Logo WIP
« on: February 20, 2010, 05:53:15 pm »
hi i vectorised your image and made the ammends to illustrate what i meant. it starts to get a bit complex in just words :)


Pixel Art / Re: Nurse Logo WIP
« on: February 20, 2010, 08:47:20 am »
try the snake in 10%-20% black so its the lightest thing on the greyscale one. its competing for attention a bit too much at the moment where i think it should be secondary. afterall in the caring profs, "the people" would be the main focus. definitely leave it in tho coz it does say "medical" to me.

and maybe try a couple where the ring of people are not so horizontal. in the same manner that your original ring was. definitely coming down the right path now tho i think.and the simplified version will be much easier and cheaper for a print agency to reproduce in vectors should itbe necessary and you not want to do it :)


Pixel Art / Re: Nurse Logo WIP
« on: February 20, 2010, 12:26:05 am »
generally speaking in my advertising design job, private medical outfits like nurses and carers and mental health will usually adopt shades of green for their logos as its a very neutral soothing colour. it promotes the idea of peace and harmony.

also be very careful about using the translucent effects, as at letterheading size, they will tend to blur and logos do need to be sharp.

% shades of a single colour like a single green would also enable professional printing of the logo to be done in cheaper "spot" colour as opposed to the more expensive 4 colour CMYK process at a later date if required (when they realise that to print their own letterheads in any quantity is extortionately expensive on an ink jet desktop) :)

also generally speaking an earlier poster was correct. if u can make a logo work in mono first then the same logo will be easier to make work in colour.



after looking at the design again from a logo POV rather than a pixel one, i think if i were u i would try it without the ring too, u already have a ring in the shape of the 3 people to signify care and support. u could even tilt them slightly towards the angle the ring was at. the simpler the better for a logo tbh.

also 1 last thing u could even simplify the snake down to just a series of "S" shaped curves with no actual head in a similar style to your figures.

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