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Messages - Crazy Asian Gamer
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11
Pixel Art / Re: [Wip]Ky Kiske, 4 colors
« on: March 14, 2007, 05:21:28 pm »
Shrunken head? Ambiguous... arms?
But other than that, the bottom half is very nicely done. The shoe on the foot on the (viewer's) right's boundary with the (viewer's) right's pants leg (:P) doesn't seem right. Also, are his shoes supposed to match?
Why 4 colors, anyhow?

12
Pixel Art / Re: Leonidas Wip
« on: March 14, 2007, 05:13:05 pm »
Indexed palette, GG does it too.
He means GraphicsGale, which should be easily found through Google. (And I use it too :D)

I would avoid starting in full color and downsizing to a smaller palette. Just start with a small indexed palette and add colors as you need them. Or, as an alternative, you can reduce what you have to an indexed palette and adjust the greyscale values. Or something.

13
Pixel Art / Re: [WIP] Partisan Tactics Battles : Alergic to nuts?
« on: March 13, 2007, 08:06:24 am »
Wow, me goes hiatus for months and this thing still persists.

Lovely as ever, Adarias. Mad props. :)

14
Pixel Art / Re: Terrain tiles
« on: October 15, 2006, 11:31:59 pm »
If you have a pixeling program with a good, manageable palette system, do noT create a predefined palette with a range of values that will likely turn boring.
Instead, the best approach is to define the palette as you go. This way, you get fresh, nice colors the way you want them. If you are concerned about using too many, just make sure you reuse the colors you've already defined.
I looks good but as you say but tiled. Have you considered using more than one tile for your grass? Critism for looking like SoM? Eh... damn. Rough crowd or what?
Yeah. Personally, I love SoM tilesets et al., but it's understandable why many people criticize it. It's not original. It's been done COUNTLESS of times before (no less thanks to the tut on zoggles...)
It's really nice looking, but we love originality here. And Secret of Mana is not original... anymore.

15
Pixel Art / Re: Got Butter?
« on: October 10, 2006, 06:59:10 am »
Run button = cool.
Different animation when hit = more believable
Always happy = is that guy sane? I mean, if you have that much health...
;)

I'm diggin' the style. Keepitup.

16
Pixel Art / Re: Update
« on: October 06, 2006, 03:51:07 am »
1. How do you find the value between the two pixels you're trying to AA? I couldn't figure out a method, so I cheated. I made a new 6x6 document in photoshop and dropped the two, sometimes three pixels I was trying to AA and applied a Gaussian Blur. That produced a number of shades to choose from which I color-picked and used in the original piece of art. It smacks of cheesy cheating to me, so is there a better way? Or do you just eye-ball it? Heh.
Usually, AA is done at the end of the creation of a piece, as a sort of polish. Or at least that's how I do it, but it depends. If you want to be really indepth with the AA-ing, you might consider adding a few shades, but in most cases, the shades for the shadows, midtones, and highlights should suffice for AAing.
Also, there is not a good technical method in doing AA. I just eye-ball it. In fact, I strongly ENCOURAGE eyeballing it. It helps develop your sense of color. And also, in conserving colors, it is often fun, if not useful, to AA using a color that would not seem to bode well in AAing. Colors to be AAed don't PERFECTLY have to be a shade between the two said colors, but as long as it's not entirely infeasible, it may be used, depending on the situation.

2. Again, NOT used to working with color--I'm used to drawing black lines and dots. So my question is what some techniques I can use to create depth? In illustration, all I have to do is draw the perspective and shade appropriately. Color is trickier and I can't wrap my artist's brain around it. I don't seem to have this problem with flesh tones/facial features, but artificial forms like this octo-head are giving me trouble. I'd like to give the illusion of one or two tentacles projecting forward and one or two falling backward. Ideas?

How Capcom does their fighter sprites, they use darker shades to create the illusion of a farther arm/leg, and lighter shades to bring it closer. This isn't entirely technically correct, but it works (and I do it...). Really, it's the level of detail and size relevant that should be bringing objects closer. A closer object would have a more defined texture, larger features, etc, from the perspective, than the farther.
An answer to CrumbBread's statement: I think it was Dhaos in a color choosing thread by Faktablad... anyways, that's a really good thread for checking out color choosing. Anyways, it's not always true, but generally, I suppose these are not bad assertions. Really depends on the different lighting and objects there to reflect the lighting to create other ambient light sources. There was this really great pixel school thread where we sorta went offtopic into light and ambience and color theory... it was really cool too.

Yeah, that's what I got. Have fun with your stay in this community. (OT: I will get to that piece I'm supposed to be doing, really!)

17
Pixel Art / Re: [wip] The treeman *()pd@73d: 29/9/06*
« on: October 04, 2006, 06:40:11 am »


still working on it.  Im gonna texture the pecs and finish the arms tomorow.

snake - thanks for the edit, although redoing it like yours would basically be starting another piece.  Ill move the head around before i shade it...

I've also added a few of the earlier stages up top ^^
I was sketchy earlier about the brightness of the secondary lighting, but now, it looks perfectly natural with that superb background. Talk about takin' it to the next level :y:
Of course, that's gotta be some kinda really bright fairy to light up the other side of the treeman like that ;) Also, is it just me, or are her boobs... like... UBERHUGE? :P
There are tiny little AA hiccups here and there. On the right of his abs, the AA is fairly... "abrupt". When AA, I tend to keep an imaginary infinitely thin contour in my head, and select shades of AA according to how much of each color should be present in that pixel, if you get what I mean. It doesn't look jaggy right now due to the bare amount of contrast, but you might, for perfectionist's sake, re-AA some of the outlines.
I love the shrooms, and all the improvements you've made to this piece. Keep it up.

18
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: October 03, 2006, 04:31:19 am »
Bo is all promises and no tile. When will his tile be free again?
Give him a chance ;)

Anyways, I just want to mention that this, is... wow, some work. The detail + all the styles melding into this melting pot of an isometric work. I wish I would've joined earlier, but, meh. :D

19
Challenges & Activities / Re: Old Master Remastered Challenge
« on: October 03, 2006, 04:20:36 am »
top nudge stuff in this thread, great challenge too

i started doing the van gogh too. Seeing it as a kid, i always pictured the big design in the front as an evil castle sorta thing, so i thought i'd give that interpretation a go.
after giving the sky a number of unsuccesfull tries, im giving up but might as well post what i've got:





 :y: Sexy work Vedsten. I really want to finish mine, but your's so sooo cool  :'( PLZ FINISH :lol:
I didn't get much done too, amidst all the Homecoming madness, piles of homework from insane teachers, and this music tracking compo with a tight deadline. Sowrry, I'll update later, but I basically wanted to say that Vedsten's Van Gogh interpretation looks SUPERAWESOME  :D

20
Pixel Art / Re: Walk Anim [WIP]
« on: October 01, 2006, 11:06:30 pm »
I suggest you get your pixelling skills down before you attempt animation. Right now, the character itself is lacking many fundamental aspects, and once you get down anatomy, shading, etc, animation should be much easier to understand and correct.
Good luck.

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