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Messages - Ultimaodin
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11
Hey evreyone long time no see. Just got a new computer so I can pixel again. Unfortunately having not pixelled for months and already having been a noob I'm having a difficulty on my project.
So anyway first off I'd like to mention I do have a time limit for this piece, being my friend's birthday party on Saturday night. I know with such a time limit I shouldn't have picked such a large canvas but this is the stock size I generally work with for birthday cards.

So yeah straight to the point I am having troubles with the female form. Mainly the boobs part to be honest, I just can't work out the angel and shape properly. Anyway the concept behind this piece is I'm turning my friend into an angel (she loves angels) and I'm going to give here a sort of blueish silver flowing dress because blue is one of her favourite colours. (or at least used to be.) She is going to be leaning forward as if flying and a set of doves are going to be carrying a cake on a cloth in-front of her with a large 21 candle. Yeah a little cliche but yeah. I feel I've captured her face I just seem to be having a lot of problems doing the upper body. So anyway the art thus-far:



reference picture:


Just lying down basic shapes/line-art right now.

All C+C and help will be gladly appreciated. ^_^
ps I wouldn't be posting this in it's current state typically but yeah I have a very close deadline for somebody as unskilled as myself.

12
Pixel Art / Re: Tron for the Gameboy [WIP]
« on: January 23, 2011, 06:40:52 am »
Please note a lot of people lurk around here. Anyway:

The title screen is pretty good, the big pointy square think on the middle building is banded around the edges and the whole thing just looks like a blob of colour. What is it meant to be.

As for the game play mock up... All I see is some walls and ramps. Exactly what is going on in that image. Also why is the grid more noticeable that objects/ramps?

13
Pixel Art / Re: Monstrous Help
« on: January 22, 2011, 12:44:32 pm »
If it's in a grassy jungle  area you could have it munging on some grass Give it's head a little wist and throw back to make it look like it's swallowing as the player gets close. Allowing it to get ready to attack. Else wise maybe just a head bob or tail wag or something. If it's lying down Maybe a little black bubble blowing up and then dwindling. Popping for character approach. Just a couple suggestions.

14
Pixel Art / Re: Monstrous Help
« on: January 21, 2011, 01:22:46 pm »
It's been ages since I posted on here. Anyway...

So I dunno about you but for me a picture speaks way more than the 1000 words everyone quotes so:



Personally your colour pallet was a bit too much for such a small piece. I culled it down.
Next off try adding more contrast to the smaller amount of colours. I don't just mean by going darker or lighter but add some blues to the shadows and yellow to the light sources. (I myself generally use green for light and purple for shadow but that's a bit hard to do on a green lizard thing)
Next when shading try and think of the creature made up of shapes and image how said shapes would be shaded. I always add a line of shadow above an eye and a line of light below an eye to show indention. It's a bit of an exaggeration but exaggeration can be good in pixel art.
I'm personally not a big fan of black outlines on small pieces as it takes away room you could use for details but it's all about stylistic choice in the end.
Also try not to use full saturated colours. (where sat = 255) unless for a particular reason as it makes the whole thing blend in my oppinion and is intense for human eyes.
Also when he lays down I'd cut off more than his legs as if he truly were hidden against the ground. Even just another pixel or so.

Yeah anyway hope that helps a bit. (Bit hard to pixel as my current laptops screen resolution is screwed megarly, hence the little posting)

15
Pixel Art / Re: CircleDrain workshop
« on: August 11, 2010, 05:51:17 am »
Does anybody else just see a direct upload picture saying no hot linking allowed?

Could you please upload to another host?

16
Pixel Art / Re: Demake dump
« on: August 05, 2010, 02:12:50 pm »
I have to ask but what game are those green and purple creatures from because those are freaking sex!

Actually these are all amazing, I'm especially fond of the FFXIII. Serious the background is gorgeous.

Beautiful work man! :y:

17
Pixel Art / Re: [WIP] My First Attempt at Pixelation
« on: August 05, 2010, 01:48:24 pm »
First off:
welcome.
Second off:

Carrots don't typically curve back to the green stem thingy bush stuff. (yep I can't think properly atm I'm a touch crook)
See how you have those weird little half circles, the end should have the same shape as one of them with the green just sticking out.
Next off the stem thing has highlight midtone and shadow. The orange veggie part however doesn't have a shadow. It has a third darker shade but you don't utilize it as a shadow. Add some shadow underneath for more Oomph.
Next thing you need to do is research hue shifting. Try leaning the highlights closer to a yellow and the shadows closer towards a blue/purple colour. Starting simple like you have is a good idea.
Oh and more contrast between the brightness would also be a good improvement. I also tend to make the midtone main shade colour the highest saturated colour. Only when working with grey shaded items do I ignore this concept and instead reverse it.

Nice o meet yah :)
 

18
Pixel Art / Re: Wolf
« on: July 20, 2010, 12:43:22 pm »
To better explain what mrblu was trying to get at the head seems raised up in the front view compared to the W and SW views which make the head look angled slightly towards the ground.

The black legs need to be raised about 6 or so pixels.Also you shouldn't really see much of the back legs behind the neck fur which is also losing it's puffyness in the front view. (not as large in diameter in other words)

The NE one has some major issues with lines cutting off the flow of the fur and it makes it look like the wolf has been chopped into squares. The tail in this view also looks a bit chopped off.

19
Pixel Art / anatomical skeleton (a start to a beat-em-up game)
« on: July 16, 2010, 02:33:18 am »
So I'm about to get started with actually starting sprites entirely from scratch. Unfortunately I have this horrible issue of not comprehending anatomy no matter how many books I read and how many references I look at and analyze.
So for that fact I decided to start my fighting game with an editable start off point of the skeleton. This way I could vector it and move the limps before adding muscle and such to bring it too life, therefor having a base and general idea of how the anatomy of the character will come together.

Of course this means I need the lengths and what not of the skeleton to be correct, which comes back to my anatomy issues:



That's what I have so far. It should be easy enough to understand I hope.

Hope this makes sense to people. :)

20
Pixel Art / Re: [wip] a few characters
« on: July 16, 2010, 01:59:20 am »
The hunched look isn't apparent because he has no shading on his body to give the impression he is hunched. Until you've shaded the shirt it won't be noticeable so really nothing really off there.

My biggest gripe is that the big guy doesn't altogether fit in with the others, mainly because of the colour count I found.
Try reducing his skin down from 5 colours to 3 to fit in with the others. to me it fit in much better. Also giving the (our) left arm more shadow like the 3rd guys leg to give it that impression of being slightly further back will also make him more matching to the rest of your characters. I get the feeling this guy is a bad guy?

The lack f a nose for the second guy irks me. in the other three the nose is apparent his however isn't there.

just my ten cents.

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