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Messages - rikfuzz
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2D & 3D / Re: Ship Sprites
« on: October 22, 2009, 02:48:46 pm »
If I may expound on your advice Rik, the one thing that grabs me is your mention of the yellow parts. What say we have them shed some light on the adjacent hull? A good example is here:

...Because we can't have the glow going off into space; not only would that not happen in open space (as there is little or no gas to refract light) but for speed reasons we want to avoid non-opaque pixels for faster blitting, and a glow that goes off into space would have to be alpha pixels.

Sorry, yes that's exactly what I meant.  It'd look terrible to have the glow go over the background.  Although you might consider using alpha edges to avoid that 90s pre-rendered look since you're using Flash (IIRC).

2D & 3D / Re: Ship Sprites
« on: October 22, 2009, 01:38:56 pm »
Interesting process. I think the main problem is the vectoring step (4).  

The outer shape's nice (though I find it a little bit odd you chose the shape with very small 'holes' in, as these completely disapear when shrunk down to size, tho could be fixed after) but the shading, is really very bland and predictable and there's only one accent colour. If there were thrusters or something you could use it as secondary lightsource for some nice edge lighting etc. Also it's quite dark, without edge lighting, the outer edge is quite hard to discern on a black background.  

Another problem I have, is I don't really understand if the yellow parts are lights, windows, or markings.  Lights should glow, windows could have detail and/or glow a little and markings should share the shade (dark/lightness) with whatever it's marking.

Hope this helps!
Many thanks

2D & 3D / Re: Ship Sprites
« on: October 21, 2009, 07:13:37 pm »
Having just looked at your pixeljoint portfolio I do not think you have room to be cutting *anyone* down, particularly not on a forum where there are people who have been practising pushing pixels (professionally) for a quarter of a century.

:n: You should value the merit of the feedback itself, not of the artist giving it. I'm sure Mathias didn't intend to piss you guys off and though you're clearly somewhat upset, reacting in that way makes me feel much less comfortable with giving you any critique.

Pixel Art / Re: woman character sprite
« on: October 21, 2009, 11:54:10 am »
I'm loving the edits to this and the original character sketches.  Sometimes I draw a rough coloured high-res and scale down before tracing it with pixels, I normally wouldn't suggest it, but I think this inbetween might help you since there's a big discrepency between your large art and pixel stuff.  I don't mean to 'clean up' the scaled art - it's more tedious and you'll be learning the wrong skill - I mean actually pixel on a new layer using the background as a traceable reference.

General Discussion / Re: Difficulty in Finding Quality Artists
« on: October 19, 2009, 11:56:23 pm »
I'm a programmer and I've struggled with this for years now.  It looks like the 'Work' section doesn't get too many replies.

How do you recommend finding quality talent?  All the times I have it has been through pure luck.

Dustin Dettmer

Well, most of the Work posts would be replied to privately. Artists are often flaky with free work, if it's paid there's no excuses really. A lot of people try to get artists onboard with promises of future royalties or great work for the folio - that just won't keep talented artists (or programmers for that matter) interested for very long, and amateur artists are probably young/flaky/both anyway. Just check for previous titles, if they have one or two, they're probably more reliable.

Pixel Art / Re: Manta-Ray Ship [Space Invaders-ish/Galaga project]
« on: October 17, 2009, 09:02:47 am »

This is very cool - but I do miss the shinyness of the dome!

« on: October 16, 2009, 11:03:17 pm »
Might I obtain number 47?

edit: And done!

Pixel Art / Re: Manta-Ray Ship [Space Invaders-ish/Galaga project]
« on: October 16, 2009, 08:38:15 pm »

Explosion timing is a bit weird. Seems to take a long time to appear, and not long enough to disappear. Sometimes I make them doughnut shaped so they don't sort of change direction. I've made a quick example of this technique for you:

Hope that helps! The ships don't look bad - being mirrored is all that I don't like about the blue one, the one with red is a little flat in comparison. 

Pixel Art / Re: [WIP] Character animations for C+C
« on: October 08, 2009, 01:31:50 pm »
You reference pick has me kinda curious, what method do you use to create your sprites? I've heard mentioned that some people create a vector animation export it their desired size then do extensive tweaking till they are happy with it - you wouldn't happen to have used a similar method would you?
I'm Just wondering, because i was considering the vector method myself but i haven't really seen alot of examples of it around.

It was something I tried just for the running animation of this sprite, only as I was toying around with the idea of using high res sprites. It did actually make the pixel animating part a little easier, having something to trace, but overall still a net loss in time/effort. Though, the way I had the flash file set up (all rotated limbs), I could modify her design whilst keeping the movements which was at least a little bit useful for the character design process.

Pixel Art / Re: Hexagonal Animated Water Tile
« on: October 08, 2009, 06:55:22 am »
Your water's quite purpley- water gets it's colour from reflection of the sky in most situations, so I'd maybe add more cyan.  Have put a few suggestions into this little mock - not sure everything works (I was somehow surprised by the way the tiles connect) but feel free to take what you like from it!

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