Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Altoontoon
Pages: 1 [2]

Pixel Art / Re: Having problems with some faces
« on: December 06, 2009, 07:29:59 am »
Hello. I like your construction process and the light colors and shadows. I think you can retouch two things:

Here's my EDIT:

I adjust the eyes so his look points in right direction. In 3/4 view, the eye that is far from us must have a little deformation stretching his shape, i reduced in 1 pixel the pupil.
Even the blonde persons have underlined eyes, i  emphasized his contour a little.
The lips can finish in a more pointed form, i add one pixel.
Emphasize the nasal hole a little.
The shadow at side of the mouth i think is too much marked (just a little) i down his tone.
For the crane you need to think that the hair has his own volume and alwais will be out of the skull line. Draw your crane line as guide, but think that hair has his space and dont share the line of the crane for him. Except is the character is cropped or bald.  :P

Well i hope this helps you.

Pixel Art / Re: Iso RPG Base WIP
« on: December 05, 2009, 11:30:32 am »
Hello. I like the design and how you work the volume effect for the muscles. For animation, i think you can follow this little example. I created a ISOBOX that surrounds your character, and make the arcs that describes the articulations when moves; you can add some more arcs, but i just draw the basics: hand and foot. In profile view you can view the same arcs. And i think you must draw every frame, dont try to copy, rotate the members of the body because it feels robotic movements and your design is pretty organic. I know its more work draw animation and repeat muscle job every time, but you will be happiest with the result, and enter in detail only when animation being satisfactory. i hope this help you, and show us your changes. Good luck!

PD. Sorry, i only drew 1/2 walk cycle, but i think you understand the process anyway.

Pixel Art / Glacier Background
« on: November 27, 2009, 01:40:27 am »
Hello again. Another background. The shape that appears in the middle pretends to be a fog mass, but i need to get that effect with this few colors. If you have any idea you re welcome.  :) Most of the picture is still in rough as you can see, i want to looks like the right zone.

I detailed the rest of zones and finally remove the bright colors for fog effect. I changed also the black color like you suggested, thank you, i like the effect. I kept the white so sky loose all his splendour.

and here the original photo model.

2D & 3D / Castle Background
« on: November 26, 2009, 09:53:31 am »
Hello. Im making this background to add my portfolio, since i have too many sprite and animations but only a few static art saved, so i start making a series of drawings that improve this aspect. I love tihs picture so i can practice with texture and color.

You can think that its not pixel art itself, for those that think this way, i tell you im not use any type of antialias tool, this image is created using a technique i used to do in the old Autodesk Animator Pro, painting with brush at 5% of power. Of course, it requires a lot of passes for reach the desired effects, but looks very well for me. I want to show you for criticize. I will upload the progress in this post.

See you.

and update... i also add more blue to shadow zones and adjust the tone of the roofs.

and now, the first vegetation

Well, i think this picture is finished. I will study the comments for highlights, but the photo model dont show those highlights, and im afraid that foliage get a plastic looking.

Pixel Art / Re: WIP - Wood Laminate floor
« on: November 12, 2009, 06:22:56 pm »
Hello. im agree with Zoggles, i think perspective is the big problem. I had make this little demo of how building a basic grid for your floor and then you can use as guide
to paint texture or whatever. I hope this helps you and be explanatory. Oh, texture also follows perspective laws, so in depth you must draw with less detail and with a thinest line.

Portfolios / [PORTFOLIO] 2D Artist-Animator "Fran Gonzalez"
« on: October 11, 2009, 06:23:35 pm »

Hello. I love videogames and make it. Here is my portfolio, there's a section
called Pixel Art but i invite you to take a look to the rest of my content.

Im specially interested in sprite animation, but i love make all kind of 2d works.

I need to grow up in this playground and i want to work/collaborate in serious projects and the most important, view they ended.

Fran González

Pixel Art / Re: Help with creating walking animation
« on: October 11, 2009, 05:13:40 pm »
Hi Captain. Well, i hope this may be usefull for you.
First of all, i think you must break down your character in separate pieces. The animated and the non animated ones. Of course, you dont have to draw
all parts of the character in all the frames. Your dino have a gun in his hands, this helps to make easy for animate, so arms and gun dont move, only follow the body's
movement. So i think you only need to animate the legs. Well, the way is this:

First of all , understand the poses you need. For a simple walk cycle you need 4 poses.

Notice that frame for even a easy way, the poses are really 2...1 and 3 are similar, the only difference is the foot that is steping on. 2 and 4 the same, i copied the frame 2 and only redraw and erase to it looks the red leg is in front of us.

This sample is running at 5 fps. You will wish your animation be more soft and  more elaborate. With this key poses you can inbetween 1 frame and duplicate the level of detail for this movement. Like this:

Same work, so walking is a symetrical movement, the poses we draw can be reused with little variations for both legs. This is running at 10 fps, this provides a acceptable animation sensation.

Last step is join our body or other parts.

With this base walk cycle, you can now experiment and add some animations how the tail, the bullets or the spin of the head.

I was help you? I hope so.

Pages: 1 [2]