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Messages - Ultimaodin
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Pixel Art / Re: Moai
« on: March 02, 2010, 03:13:53 am »
Ok I am going to have to jump into this discussion if though I'm not a very good pixel artist myself.
I have nothing against high colour counts, In fact I like the high detail one can produce with an unlimited pallet.
However smaller colour counts are better. Now before you jump to conclusion what I mean is for the creator.
Having an unlimited pallet can cause the artist to use colours/shades unnecessarily which can break contrast and sharpness.
It's also a lot harder to spot which pixel is an issue when there are so many around it. (which I learnt the hard way doing my dithering practice)
The biggest issue with high colour counts is the increased difficulty for changing colours.
Changing the six I converted it to was easy because I only really modified four of the values. With over a hundred shades, altering each colour to precision would be incredibly tedious.

Also on a subjective view I like to see pixels in pixel art so I like the texture. I also personally hate AA on outside edges, yet again a personal view. All art including Pixel art is in the eye of the beholder. Someone can hate an image while another person may love it. In pixel art though people tend to aim for pleasing the majority. (After all they are your market)

I have to agree with Gil, I think the piece is solid, I'd just try to shift the lighter and darker colours towards yellows and blues, leaving the middle colours relatively unsaturated. (Which is where reducing the colours comes in handy, as stated above)

Pixel Art / Re: [TREE] Elk needs help!
« on: February 27, 2010, 03:28:33 am »
Does the engine allow for Autotiles? Or you could try an mimic one:

I didn't do the other four pieces (the outward bending corners) but it might give you an idea you could then create an outside set with foliage and grass to create a psuedo tree edge. (hope that makes sense.

Pixel Art / Re: Moai
« on: February 27, 2010, 02:17:25 am »
I don't know about photoshop but Paint Shop Pro is pretty good for reducing colours. Here's what photoshop did when reducing down to six colours. I'd still personally adjust some things but then again that would be your role. =D

I also altered the colours to give you an idea of what you could go with. (Note I'm just working off what I've learned, I am not the best pixel artist by a very long... long shot)
Still looks grey but feels more natural.

Pixel Art / Dithering Practice (cartoon wolf)
« on: February 23, 2010, 05:51:34 am »
Well I'm going to practice my dithering on this cartoon wolf I based off a plush toy.

I'm using this:

method of dithering.

Feel free to comment on the one part of a leg I've done so far, general shading and colours etc...

The reference picture I'm using:

EDIT: I just realised I need to blend it more to (our) left side of the leg.

Pixel Art / Re: [WIP] Forest
« on: February 22, 2010, 08:04:38 am »
My only issue is that the houses are so bright inside yet just outside the doors there is shadow. Try either shading the foliage outside the doors to be lighter or remove the extremely bright insides. Honestly I'd prefer the inside beig darker rather than lighter, and it would fix the issue of light sources.

Either way really good work and nice colours.

Pixel Art / Re: Project Leader Weapons
« on: February 18, 2010, 10:16:42 am »
I will be honest, I do not like the pet idea. I don't like thinking about pets as another weapon. It doesn't look good when a good guy uses them as such. (at least that's my view)
I still like the idea of throwing weapons. A sudden Gun after all these medieval weapons is irritating. Plus in the majority of RPG games swords and stuff usually end up doing more than guns.

1: Kunai
2: Ninja Star
3: Boomerang

Of course you could make these weapons a lot larger than in real life. :)

For politopo's articulate weapons you could always use chain blades and cat-and-nine-tails.

Pixel Art / Re: [WIP] Cowboy Character
« on: February 18, 2010, 10:01:12 am »
That walk reminds me of loony tunes... Just note the arms do need movement and if his legs move at that speed so will his arms, which will look a little awkward. Add a couple more frames to his walk to smooth it off and make it less well loony tuney. If your aiming for the whole holding the belt while walking then you will find the entire upper body usually rotates. (not sure how to explain it. Someone else here may be better at it.)

Pixel Art / Re: [fun] Cromlech (SKW)
« on: February 17, 2010, 01:32:59 am »
This is really good! I liked the Aa version if if I'm not a huge fan of aa but a few lines just looked too choppy without it.

I personally read dTw. Either way it's an interesting piece. :y:

Pixel Art / Re: Red skull
« on: January 24, 2010, 05:25:47 am »

Try to use a reference as right now your skull is gradient shaded. Skulls rarely ever have any sort of indication to an eyebrow outside of a more prominent brow which wouldn't create two neat little lines. You could use taking a look at your colours too as it's more a pink than a red at the moment. (almost could be deceived as a dodgy skin colour) The best thing you can do to improve your piece is to study references.

PS I ain't a great pixel artist myself so don't follow my skull completely as mine could also use a lot of improvement just take consideration of the indents and features of a skull.

Pixel Art / Re: Present improvement
« on: January 24, 2010, 03:11:44 am »
I tried to actually do some measurements to try and escape from the non-intended side view.

Showed a tiny piece for each edit to see if people think I'm going in the right (or wrong) direction before I change the whole thing.

Also just started changing the bottom front of the case to curve, which was one of the big issues to it looking side view. (Don't know how I didn't pic that up earlier. -_- )

@Elrinth- Enlarging the legs I feel would make the character look more side-view which is what I'm trying to reprimand to the desired 15 degree perspective. They should be the correct length. As for the arm, I did not even notice that until you pointed it out. It looks like it sticks back rather than forward and it's impossible to read the fact that the pants are supposed to be overlapping over-top of half the hand. :(
Thanks for the points, hopefully my measurement edits will fix the perspective issues, at least a majority of them anyway.

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