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Messages - Olothontor
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31
Pixel Art / Re: Grass tiles.
« on: July 26, 2011, 02:40:45 pm »

Is this better?

Solution: transition tile. One tile that merges the two more naturally. That'll give you an excuse to keep both of the differences in contrast.

Although I am thinking that the dirt tiles could use another shadow color.

32
Pixel Art / Re: [WIP] [C&C] Skeleton guard
« on: July 26, 2011, 02:13:49 am »
There we go! Awesome.

My only complaint at this point is that the weapon is now hard to distinguish from the body until you get down to the point... the readability there is meh. One solution is making it a different color, but then you might lose the ashy volcanic feeling to it, which I'm certain you'd like to keep. Another thing you might try is outlining it a little bit.

33
Pixel Art / Re: monster hunter bosses
« on: July 26, 2011, 01:03:29 am »
This is great! I love the breaks in the outline to suggest lighting, and the fact that you're not afraid to throw in some really saturated colors (most people don't think of robin's egg blue when they're making a beefy, scary monster, even if it's serpentine and obviously water-related). The palette choice is excellent overall, between the nice tan of the underbelly, the blue of its skin and the red bone and detailing (EDIT: Ah, it didn't occur to me until now that Monster Hunter is in fact a game, and that I have heard it before. Still, though, god job overall).

The only thing I can see right off of the bat is that it's front leg doesn't match up with its hind leg. They look as if they're on slightly different planes from one another.

Good stuff!

34
Pixel Art / Re: [WIP] [C&C] Skeleton guard
« on: July 26, 2011, 12:52:47 am »
First thing. Tophat and monocle win.

Anyway, it's pretty nice overall. Two things that bug me: the shield looks like it's facing directly in front of him. That'd be fine... if he wasn't standing up without a stance or anything like that. So either give him more of a stance (maybe for the display), or reposition the shield (and the sword while you're at it, to imply more weight rather than having it stick out at a 90 degree angle. Nobody holds a sword like that) to a more natural location. Imagine where you'd hold a shield if you weren't standing at the ready, if that helps at all. The second is that his feet are tiny. I dunno if that's part of the style or not (if it is, feel free to ignore me), but I feel like they could use a little widening.

Looking forward to those tiles. Don't be afraid to breathe some saturated colors into them, either!

35
Pixel Art / Re: Rejected Skeleton's workshop
« on: July 25, 2011, 09:57:52 pm »
To be fair, it might just be that that's the pose that Elekid uses in the game itself, and so that's why so many people have seen it.

If they're an exact match, it's doubtful, but if they're merely similar then that's probably the case.

36
You're asking us for examples and then posting five or six of your own in response. What do you need us for?

37
Pixel Art / Re: Some more practise.
« on: July 23, 2011, 10:31:50 pm »
I'd be happy to join you, if you do end up needing help.

Looking forward to your updates!

38
Pixel Art / Re: Some more practise.
« on: July 23, 2011, 11:17:05 am »
Wow thanks, that does help me a lot especially for the perspective point you made. However i can't see the shading technique you used, it's like i did, a mirrored body and no obvious light source. The guy probably needs a hair cut to make him look cooler and a little darker shadows might help too. Thanks a lot for the edit can't wait to work on him again nut i have to move a friend of mine from houses.

Gz

Maybe the "technique" was mostly the colors (I told you I wouldn't do my advice justice  :yell: ). Either way, though, that's your best bet.

Also, for hair I'd suggest 1). looking up a reference image or two in the style that you want (notice the difference between his hair and the hair on the GameMaker sprite), and 2). Reducing the colors to maybe 3 or 4.

39
Pixel Art / Re: Some more practise.
« on: July 22, 2011, 11:14:58 pm »
I guess with the metal edit I meant more that the shading should not always fade from one color to the next, but rather you'll sometimes have your highlight and your shadow colors right next to eachother. I did a quick edit to fix a couple of things.



*1: I did my best to give him a little more perspective. I find it odd that his feet looked like you were seeing them head-on, while his body was angled slightly more, and his head was starting straight at you (again, head-on). I angled his eyes farther down and made his legs appear slightly more angled with the body (mostly made the actual leg shorter and angled the foot itself. Also notice how I implied that his feet were slightly apart with the shading, even though in terms of shape they're the exact same. Food for thought :y: ). I didn't mess with his hair, because I'm no good at hair and I would only screw it up, but it would probably help the perspective a bit if you adjusted it to be more in tune with the rest of his proportions.

*2: I tried to give an example of the shading I was talking about, and cleaned up your palette of colors a little bit. The hair is still very full of colors, where you only really need 3 or 4 (I also took away that bare midriff of his, since it makes no sense to go into battle with your stomach exposed like that, but that's just a personal tick and has nothing to do with your spriting).

It's not the best edit ever, but I hope it helps you out.

EDIT: I just realized why he looks so dumb; I inadvertently removed the absolutely ridiculous amount of shadow under his hair. Feel free to keep that in your version, it helps the perspective. But if there's any way you can simplify the amount of colors involved there, go ahead and do so.

40
Pixel Art / Re: Some more practise.
« on: July 22, 2011, 09:33:17 pm »
That's a bit better, yeah. Your grays still need a little color (I'm sorry if you added some in the last update; if you did, I can't tell).

Also, step 2 (something I got critiqued on and will now pass on to you  ::) ): Make sure that the light source is coming from an obvious direction. Different pieces of your character there look like they're being lit from different directions. Uniformity is key!

Something else to note that just occurred to me: metal is highlighted in extremes, and goes from dark-light very quickly. Your shading and somewhat gently faded colors seem to imply more of a cloth feeling.

Thanks for the props on my stuff, it's all very WIP and I'm only happy with a few things here and there.  :blind:

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