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Messages - Manupix
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Pixel Art / Re: Game title screen [C&C]
« on: September 16, 2014, 02:18:09 pm »
I just had a vision of these guys actually climbing to the top of some platform where the treasure would be (very vaguely like this, not quite close to what I have in mind though). It could look more dynamic. Not much different layout but quite different poses.

I'm not qualified about anatomy, but it looks like the Roman's arms are wrong, and the Viking's are a little short.

Unrealistic weapons bother me: the Roman should use a gladius, and the Viking should definitely not wield a machette, nor the Indian a paleolithic flint thingy ;)

Pixel Art / Re: Tree of Knowledge
« on: September 16, 2014, 01:59:54 pm »
Just one nitpick: his abdomen looks a bit weird, can't tell if the anatomy is correct or not but I think in this light it should look more hollow, like in the gif last frame with raised arms.

Pixel Art Feature Chest / Re: Snow Level
« on: September 16, 2014, 01:56:00 pm »
Very nice! I suddenly want to play Icebreaker ;)

The thermometer needs gem-like highlights, both in and out of the glass, like the gems in this piece.
Also I'm afraid it's not very readable when covered in frost.

The colors of the gif and png mockups appear quite different on my monitor. Is this how you made them, or just another instance of the png color curse?

Pixel Art Feature Chest / Re: Alcopop's pixel sketch thread
« on: September 16, 2014, 01:47:44 pm »
Mr Thompson is awesome =)
Only thing is his dead eye could be more obvious and scary if it was larger, as people with such impairment usually develop facial asymmetry because (my guess) their useless eye muscles relax into oblivion.

Pixel Art / Re: Game title screen [C&C]
« on: September 13, 2014, 07:46:32 pm »
You should ask this guy, he's good with palettes and bgs :D

What I sometimes do when I'm not finding my way with colors is messing with PS indexed mode color reductions. The way it shifts colors to average them out usually brings out interesting combinations that can make good starting points.
8-color example (blue bg = what came out of the redux, teal bg = tweaked):

Or else, if you're after something more 'natural' as seems to be the case, why not use an existing 'universal' palette such as DB's or Arne's as a starting point?

Pixel Art Feature Chest / Re: Sturmkrähe
« on: September 13, 2014, 07:14:41 pm »
the slight view from below

Ok, wasn't sure about that. It's a perspective issue then:

Hope it's clear without more explanation =)
Of course this is based on the assumption that the pose is straight, which seems to be the idea. But his right shoulder would probably be raised by the arm position.
I'll also add that this rather strong perspective means a wide angle view / near p.o.v.: this would tend to decrease, not increase, the apparent size of the lower legs and feet.
I'll try to find a photo example of this, will post if I find one.

Much improved version btw =)

Pixel Art Feature Chest / Re: Alcopop's pixel sketch thread
« on: September 13, 2014, 12:32:01 pm »
Demon girl's horns don't attach symmetrically on her head.
Try them red?

The skulls are a nice touch but they might catch the eye too much. I'd try removing their outlines, and grouping them in one area a little bit more in the background ( = higher in the image).

Needs a simple cast shadow as the other girls.

Pixel Art Feature Chest / Re: Sturmkrähe
« on: September 13, 2014, 12:10:58 pm »
Not bad  :D

The head looks small, in both anatomy (considering the thickness of the material that covers it) and composition respects.
A much larger beak would help making it the focus.

The piece might be drowning in detail, I'd love a few quieter eye-resting places in shadow, esp. in the areas of repetitive detail such as the ammo belt and fur.

The ammo belt should cast a shadow.

The weapon could use some wear and tear, rusty patches, dents and stains. The shaft has significant banding.

No AA at all?

Edit: funny how peeps see different things.
Night is right about the arm, and actually it's worse than that: the whole shoulder line is horizontal (from our pov) whereas other similar lines at feet, knees, pelvis and elbows levels are not. It could be considered perspective from a shoulder-level pov, but it doesn't look like it (specifically, it would mean a closer pov which should be noticeable in other respects).
This problem might even concern the head and eyes too.

Pixel Art Feature Chest / Re: Alcopop's pixel sketch thread
« on: September 12, 2014, 09:26:16 pm »
I love these =)
I'll admit when I first saw them on PJ I found them a bit on the unfinished side, but I understand your approach and the energy in there largely makes up for it.

I'd agree the technique might be less suitable for portraits though; potions guy is my least favorite, possibly because of lack of detail.

I don't have much else to say, except: keep'em coming =)

Also, reminds me of this guy. Too bad he's stopped posting :(

(btw, I think this would be ok in the PA thread, might get more responses there)

Pixel Art Feature Chest / Re: [WIP] Improving my spooky ghost
« on: September 12, 2014, 03:56:09 pm »
Pixelling fog is fogging difficult, as evidenced by this challenge. Animating fog must be hellish.
Also you don't see fog move a lot at small scales IRL; don't be fooled by movies (they use dry ice).

For what it's worth, my fave fog pixel; Skeddles' fave fog pixel  ;)

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