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Messages - WM
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21
Pixel Art / Re: Animation and design.
« on: July 13, 2010, 07:29:54 am »


I edited your guy a little around the shoulder to make it more readable, replaced the black with a nice dark desaturated purple, darkened the skin shadow, and played with a few pixels. I couldn't get the outline to work, but you're definitely going to need one.

EDIT: Worked on the arms a little more.

22
Pixel Art / Re: dirt
« on: July 13, 2010, 07:01:36 am »
First of all, you have to remember that it's dirt, so it's never really going to look "good"  :lol:

Second of all, you might be discontent with the busy-ness (almost typed 'business') of the tile. Look at the tile in terms of noise: is it noisy enough? Too noisy? Look at size of the clusters. Too big? Too small? How about the spacing of the clusters? Too close? Too distant? All I can tell you to do is to just play with it until you find something you like.

Overall I like it, both in terms of texture and palette.

23
Pixel Art / Re: WIP-Alchemist and Companion
« on: July 12, 2010, 08:46:49 pm »
The forearm next to the sword needs its outline a little leass squared-off. I think you could do this by working on the elbow area and by raising/lowering the hand.

I feel that the dog is a little big when compared to the man. Is this intended, like it's some species of large dog?

I really like your style  :y:  very clean-cut.

24
Pixel Art / Re: My first Pixel Art ever
« on: July 11, 2010, 09:32:57 pm »
I'm pretty sure it's supposed to be a jewel or jem of some soft. If this is so, then I suggest killing the dithering all together -- dithering creates texture, which is (probably) not what you want when trying to make shiny jems. :)

Also, try replacing the shadows with a more purpleish blue, and the highlight with a warm, such as yellow. This will make it much more dynamic.

25
Pixel Art / Re: [WIP][nudity] First attempt at pixel animation
« on: July 11, 2010, 04:43:31 am »
...

As for now, I'm busy with animation. Below is another running cycle.

This one is 10 frames long, which makes it a slower and (I hope) a bit more relaxed. Sort of a cruising speed for the character, as opposed to sprint for when you really need to run away from that rolling boulder.

Which bugs me is that I'm not sure if that sprint animation I posted in the first message really is faster than this one. Kinda makes me feel like I've wasted a day I could've spent drawing jumping or crouching. What do you think?


If she's gonna be running at such a relaxed speed, I suggest lessening the swing range of her arms -- as of right now it's just too dramatic for such a slow run.

Save the more extreme frames for the faster run though, because I do like them.  :)

26
Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/10
« on: July 11, 2010, 04:36:15 am »
I'm gonna jump in with all the nay-sayers and say that upping the size/res is not a good idea.
Increasing the size of sprites always seems to have an exponential effect on workload. Pixels are weird like that  :crazy:

27
2D & 3D / Re: Adventure - Jungle Background
« on: July 08, 2010, 05:27:36 am »
I feel that the man does not stand out enough to be recognizable as a separate object from the environment, and that the foreground environment and the background environment do not stand apart enough.

Try lightening the background palette and making the colors more flat, and experiment with line weight on the character outline, along with saturation and value in his palette, to set him apart.

Looking at what you've done so far, I'm loving it! It really sets the mood and shows proper stylization. :y:

28
Pixel Art / Re: Shootemup explosion
« on: July 06, 2010, 08:14:56 pm »
I'm not too big a fan of that movement to the right then back to the center -- I think it either needs a left movement mirrored in to it (I've always found mirroring to improve explosions, but that's just me  :D), or for it to move only upward.

Try playing with wider movement variations -- for example, slow-rising at first then, as it changes to smoke, have it rise faster. or vice-versa. (I'm not talking about framerate variations, just wanna make that clear)

29
Pixel Art / Re: Hardest work so far...
« on: July 06, 2010, 08:08:19 pm »
Unless you purposely intend to, you dont need to emphasize the lips so much -- allow the lips' outline to break in places, and for the tone of the lips to mix with the skin at times. Right now they look isolated from the rest of the face.

Try killing some of that black around the eyes and eyebrows; substitute it for that brown where you can.

One nostril looks a little lower than the other, and the black is making the nostrils a little too noticeable. Maybe leave a little black for the rims of the nostrils, and substitute the rest for for that red that's in the hair.

Play with the cheekbones and jawline a little, and look at multiple reference pics to get a good idea of their shape at this angle.

Drop the eyes just a little.

Wonderful start so far -- you've blocked in the face in a very natural  and organic way, which is essential to making a face look believable and is one of the hardest steps. :)

30
Pixel Art / Re: 2D RPG Sprites
« on: July 06, 2010, 07:26:03 pm »
Quote

Really emphasize that knee bend with a dark, crisp shadow starting right under the kneecap and running down the shin.

EDIT: DARKER shadow, my bad



Quote

I think the back foot is a little high on the side view -- look at the foot location, and then look at where its respective hip is. A little short even for a tilted camera view in my opinion.

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