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Messages - WM
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131
Well, when refering to paintings (rather than printed works), there was a very famous art movement in the first half of the 20th century called Pointillism, where the artist used dabs instead of strokes and combinations of different amounts for dots and colors to create a realism painting.

If you already know about this then I'm sorry for throwing definitions at you.  :-X

http://en.wikipedia.org/wiki/Pointillism


Chuck Close makes great work of dithering, and his methods are strikingly similar to those of pixel artists:

http://en.wikipedia.org/wiki/File:Chuck_Close_2.jpg

132
Pixel Art / Re: harmonious world
« on: December 03, 2009, 01:49:49 am »
 :lol: He makes a good point though!

133
Pixel Art / Re: Getting back into pixel art
« on: December 02, 2009, 11:57:31 pm »
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Very solid foundation, but a few things bug me:

The first thing that stands out to me are the tires -- they dont seem to be strongly defined within the isometric perspective. Unless you intend for them to bulge out a little, I suggest giving those hubcaps some horizontal symmetry.

If you look up pictures of cars (from front view), you will see that the sides of the body (e.g. the doors) actually round out a little and tuck back in at the bottom -- tires on a car are actually set inside cavities carved into these curves, and are slightly deeper than the doors (more or less; depends on the car  ;)).

The hood should start to dip starting from the bottom of the windshield and moving towards the headlights; this could be a straight line or a gradual curve, it's your call.

Maybe give that front bumper some more definition? Maybe let it jut out from the front a little more, just to clarify with the viewer that it is in fact "there".


I realize that some of the things I mentioned might be a byproduct of the style restrictions that you are working in.

134
Pixel Art / Re: [WIP] Autokill
« on: December 02, 2009, 10:14:15 pm »
Right now explosion goes explowhiteball->rising ball-> dissolve

I want it to go explowhiteball->EXPLOSION OUTWARD with particles and or action lines moving outwards from the center of the explosion -> explosion cloud forms rising ball -> dissolve

what you've got right now just feels a bit lame.

Particles with a mushroom cloud? Are you sure about that?

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I agree with Jad.


It seems to me that your explosion is lacking one very important detail; the actual explosion. What I see when I watch closely is circular shockwave and a mushroom/plume cloud that you seem to be treating as the actual explosion -- I suggest creating an explosion where the car is (leave the shockwave in there with it for a nice effect), and then having that explosion dissolve into a rising plume of smoke.

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