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 - Ultimaodin
Pages: [1] 2 3 ... 10

Archived Activities / Re: Secret Santa 2013
« on: December 25, 2013, 11:31:50 am »
I got two from VinceBetteridge and Cellusious (which are both great by the way) and I didn't even finish my one. I don't deserve such love.

Which by the way, commencing obligatory apology - I bit of far more than I could chew and worked a lot more than expected. Sorry, I will try and finish it before the New Year. :(

Also wolfenoctis' present to gamer36 is fantastic. Also plenty of other amazing pieces. I think Hapiel's though is the cutest thing ever.

General Discussion / Re: Official Off-Topic Thread 2014
« on: December 24, 2013, 08:41:35 pm »
I'm officially the worst person ever. Couldn't even get my Secret Santa piece near complete.  :'(

@Ai - Looks quite fluid. I'm curious as to what you plan on using 3D for. if you are going to try it for games art I recommend not using anything like subsurf etc... as it adds a tonne of polygons The same goes for turbosmooth in 3DS max, so on and so forth.

@Mathias - that is awesome.

So, tomorrow (aka later today) I get a day of work. I miss my 4 hour shifts a night. These 10 hour days I've been doing this month have been rather taxing. Retail sucks to work in around December. That said I'll probably be spending this Christmas doing pixel art to try and finish this secret santa gift which is currently a disgrace. :(

Archived Activities / Re: Secret Santa 2013 Sign-Up
« on: November 21, 2013, 09:16:58 am »
I think I may attempt this again. It's been a while now and I'm pretty certain I've improved since the first time. In fact, I think it's about to I pulled out that old piece and reworked it. (If I get time while focusing on this)So, with that:
Comprehensive list of way too much detail

General stuff:
- Dragons (dragons, dragons, dragons)
- Nature
- Ebony Women ( ;D)
- most things fantasy
- Norse Mythology
- swords/axes/daggers/spears/mauls etc...
- mangoes
- heights
- spiders
- cats
- guns
- skanky clad women (I prefer a bit of mystery in real life. Games Ialso hate this in especially in rpg games with bikini armour.)

Games, mainly prefer platformers and rpg games.
- Disgaea
- Final Fantasy
- Seiken Densetsu
- Jak and Daxter
- Ratchet and Clank
- Legend of Dragoon
- Persona
- Drakengaurd
- Rogue Galaxy
- All indie titles ever
- Magic: The Gathering
- Dragon Age (found it tedious, not a terrible game but not for me)
- Racing Games (par burnout, because that's more crashing than racing)
- Sports games

Anime, lots of action, romance and psychological cult series:
- Trigun
- Cowboy Bebop
- Bubblegum Crises: Tokyo 2040
- One Piece
- Suzuka
- ef: A Tale of Memories
- Kimi no Iru Machi
- Kaiji
- Serial Experiment Lain
- Ergo Proxy
- Psycho Pass
- Death Note
- Hataraku Maou-sama!
- Deadman Wonderland
- Tonari no Kaibutsu-kun
- Maoyuu Maou Yuusha
- Zoids
- Chobits (such a fantastic concept of man falling in love with a robot but so poorly executed and the main character is too perverted to like even to a miniscule degree)
- most mech anime

TV series:
- firefly
- Supernatural
- most reality tv

- Anything Disney/Pixar/Dreamworks
- Cube
- Butterfly Effect
- Inception
- Crash
- Momento
- Anything by M. Night Shyamalan, how did anybody thing this guy was good?

- The First Law Trilogy
- Ranger's Apprentice
- Twilight

- Blues
- Rock
- Hip Hop (not all the auto-tuned crap that seems to make up the charts)

- Green
- Relatively Saturated hues

General Discussion / Re: Pixel art genres
« on: July 14, 2013, 03:40:55 am »
Wow, been a while since I posted here. I feel kind of bad.

Anyway, when it comes to style I have to agree with helm that style is a bit of a biased concept and hard to really 'categorise'. That being said I like the idea of sharing style information with others because it gives inspiring pixel artists the chance to learn different ways of approaching things. I know I certainly learnt a lot from imitating ilkke's Cat of Gold (even though I was too noob to quite capture it). There are also a bunch of things inspiring artists simply don't even consider.

Joe for example who does mostly C64 demoscene work has a habit of putting overlaying patterns on his work:
It's something that I personally find pretty neat and not something I had ever considered doing.

Some times you just run into a style when trying to be creative:
This 'style' was design by combining African colours with a bit of a unique dithering approach. (and I was still pretty noob then)

So for me personally while defining style in it's abstract/realism/symbolism triangle is brilliant - I also feel that dither styles and colour styles are a neat thing to discuss. Colour decisions of course are important all forms of art but I find in  pixelart it holds a greater impact due to the great appeal of restricted colour pallets. It's been mentioned that a lot of artist like the desaturated pallets such as the C64 pallet as it's more flexible in the sense of connecting colours together. I for one enjoy an overly saturated pallet for how it makes images 'pop':

Then there are dither styles (something I've been toying a lot with lately rather than actually getting anything produced). There is the pretty typical checkerboard dither but then there are a whole tonne of other dither styles such as the gradient line dither, the line dither similar to my previous 'style piece I made' dither, bubble dithering etc... Often these different styles can be used for emphasising texture (line dithering on metal etc.. but they can be used just to create something unique.

On top of those couple things there are different methods to handling the borders of objects within a piece. There is outside anti-aliasing where you AA towards a surrounding colour or to a neautral middle colour. There is the broken AA where you dither AA a given colour into the outside colour (often creates a furry vibe though). There is sell-out which is shifting the outside pixels to a darker colour or good old fashion outlining; outlining itself though can be single black outlines, to bold heavy outlines to light/shade affected outlines that change in relation to the light source.

Of course none of these is a defined style but a instead different approaches that can lead to a style when combined. So yeah, as helm stated, it can't really be categorised.

I want to post more but I'm terrible at wording stuff today and honestly I aso just want to go play a tonne of my new steam games.

Pixel Art / Re: Rock tiles, Over detailed?
« on: April 24, 2011, 11:30:49 am »
I see nothing wrong with going for that detailed style it's more the angle you have it at. It's looking very 30 degree and if this is a side-scroller platformer it seems unsafe for the player to be running across such a steep angle. The top/flat of your rorchs need to be much thinner ellipses so more of a 15 degree angle.

Pixel Art / Re: Art for a iPhone game
« on: April 14, 2011, 10:22:50 am »
Nice to meet yah Gregor. Anyway thought I'd give you some opinions (I say opinions because I'm a noob myself)
Anyway first thing I notice about this is that your tiles have a larger saturation than your knight. Due to this the tiles pop a lot more than your character, causing the eye to fly straight past the knight.
Your new cave walls definitely look better however the rocks bland in with the roof part of the walls, add some more blue to the tops and slight yellow tint the rocks, aka move them slightly in opposite directions of the hue wheel thing.
As for your grass you need to try and break away from the grid, aka not perfectly square as you have it. See how your cave base turns, try something similar to that with your grass.
As for the original walls, I kind of see upside down picket fences. Unfortunately that distracts me from giving any real C&C on that.

ps see how you have that purple colour ramp, 3rd wall map, trying doing something along those lines for the knights armour to make him more notice-able.

Double posting like a BOSS!!!!  :)

So yeah getting there, unfortunately slowly. I'm not making the dress any longer as I've decided to move Christine down to give me more space to work on the wings. I still need to shade the far hand and my mate just brought to my attention the fact that the dress wouldn't work how it is now and the upper trim (ok I actually don't know what to call the top of the dress) needs to either have a strap/s or go further underneath the armpit.Trying to decide which I think would look better, probably under, plus under gives the interpretation that her upper back is uncovered making wings protruding more plausible.
Decided against the whole doves and cake idea since I don't think I will have the time, instead (since I'm moving her down) I'm going to add a sun to the top-left corner as the light-source hidden behind a cross of some kind. (She's heavily christian if your curious as to why) The Happy 21st Birthday will just be text at the bottom left.
Also I actually couldn't think of how to pixel fabric so I ah, well kind of drew random squiggles. Thankfully the dress isn't a focal point.

Anyway yet again C&C welcome.

Ps I had to use banding in a few places for the fingers as for the life of me I couldn't work out how to shade them without doing just that. sorry. :'(

Yeah true, that's probably why I fail at it. I'm thinking after this I will whip out the old art book that was lost in storage until I moved and practice some anatomy pixelling.

Anyway an update, please as before all C+C is welcome. Anyway I best get back to it as I am on a time limit.

ps do you think the (our) right arm is a good length? Looks about right to me for the upper part but I may be wrong.


I need to fix the forearm so it thins down to add the wrist and hand (not looking forward to doing the hands) and I think the shading of the (our) right boob is off. It needs to be less light me thinks.

Making progress but slowly. I need to pick up the pace!

Pixel Art / Re: Birthday card; an angel adaptation
« on: April 12, 2011, 02:28:25 am »
Hey tourist just would like to say I understand the mouth being off a lot more now, the second pis is essentially the angle I'm going for, I'm just trying to work out the nose so it fits the alignment.
Also for the hair I was going to use shadow (I haven't added all the colours yet) to show it being away from the scalp or did you mean I need to make the initial hair rise at the top much steeper?
That also helps me with the neck more as well, where did you find these images? I searched the web for ages trying to find the right pose, even went to pose maniacs.

Also I did straight hair instead of curly because well pixelling curly hair confuses me. How? How do you show a group of curly hair other than doing squiggles and squiggles always look sucky. I just can't comprehend the lighting on curly hair even though curly hair always looks much more beautiful than straight. She does straighten her hair from time to time though which why I decided to just go for straight with a tad of curl within the straightness.
Also since I have the head aligned to that angle should I make the shoulders and such to a similar one because as of now I have the head looking sort of turned in, could this confuse the eye do you think? I don't think it should matter when shaded.

Anyway will post an image later as I have to go hand in my uni application. Will just edit into this post.


Wow why am I so horrid at anatomy. -_-

Pixel Art / Re: Birthday card; an angel adaptation
« on: April 11, 2011, 07:20:35 am »
I tried sketching I just so overly suck at female proportions, yeah honestly never drawn a female until now. I generally do monsters and stuff as I've always failed at human anatomy.
That is really the only ref I have except what I can remember in my head. This is essentially my rough part, I haven't gone for perfect lines yet.
How do you feel the face is off? Just so I have a better idea of what you mean, etc... chin...

Pages: [1] 2 3 ... 10