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Messages - WM
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41
Pixel Art / Re: USA Space Marine
« on: June 24, 2010, 09:01:14 pm »
The saturation of the soldier seems way too high; try cutting the saturation value by half, at least.

42
Pixel Art / Re: You know what this forum needs? A tree!
« on: June 24, 2010, 07:38:41 pm »
Jesus, the volume expressed in that is amazing!  :'(

All I can say is mess with the palette a little, because right now it seems flat. Like that darker shade of green for instance -- maybe try working a little blue into that to make it a little more dynamic.

43
Pixel Art / Re: [WIP] Rocks
« on: June 23, 2010, 05:38:21 pm »
Haha, thanks guys.

Is there any easy way of adjusting the colors in a layer file in Photoshop? I know you can use indexed color mode and edit the color table but it flattens the image.

I always use the magic wand tool to select a color (set it to 1), and then use 'adjust hue/saturation' to tinker with the color. I know that there are probably more efficient ways of doing it, but this works for me :)

44
Pixel Art / Re: Dallion: Character Animation Help!
« on: June 23, 2010, 02:59:52 am »
A tiny bit more vertical movement wouldn't hurt -- you know, a little more bounce in his step.  :)

I would focus particularly on his head when doing this, seeing as that is key to getting a noticeable "bounce".

Here's a reference picture to get a good idea when to bounce:




I really like your style: very clean, but still detailed.

45
Pixel Art / Re: Facial Anatomy
« on: June 22, 2010, 08:55:55 pm »
...


...

I like it! reading through this topic and watching your piece progress has made me think of a few things in regard to pixelized portraiture that I might have never discovered on my own.  :)

Is there any way that you can keep the spherical volume of the forehead, but reduce or lose the dithering? The reason i ask this is because the dithering on the forehead and the dithering for the hair stand side-by-side, and killing some or all of the forehead dithering would set it off a little bit from the hair and reduce overall graininess and would give a place for the eye to rest.

This is just a food-for-thought question, though -- nothing more than possible experimentation.

46
Pixel Art / Re: [WIP] Retro sci-fi computer thing
« on: June 22, 2010, 04:33:21 pm »
I love the addition  :)

My only concern is how the top two cabinets do not follow the cylindrical perspective of the others below them, and make the cylinder shape of the new addition appear flat. Shouldnt they mimic the bottommost cabinets, only vertically flipped, or is there some other kind of construction going on that I'm failing to see?

47
Pixel Art Feature Chest / Re: a tree - progress shots included
« on: June 22, 2010, 03:34:32 pm »
 :y:  bookmarked for reference. Very informative! I like your use of lights and darks.

48
Pixel Art / Re: Zelda Mugshots
« on: June 22, 2010, 02:41:33 am »
Check and realign the shoulders on both of them. Use each character's neck for reference as to how far to put out the shoulders. Since you're just delving into serious drawing, just eyeball the shoulder positions, shifting and adjusting accordingly, until it looks right.
I would suggest shifting the girl's head to our right just a tad, and making the right trap on the guy (his right) curve into the the neck more rather than being a flat horizontal line. Maybe bring his right shoulder into the body more, seeing as it will be a little covered by his chest/torso area. align his shoulders vertically unless you have a more dynamic pose in the works. I suggest reassessing the perspective and foreshortening of the guy's waving hand -- when my eye follows it, direction and viewing angle seems to change.
Very good, solid start  :y:

49
Pixel Art / Re: (Wip) A Tree
« on: June 22, 2010, 12:41:28 am »
One thing to note is how the leaves of some of the trees in this topic form an overall flow to define the shape of the full body of leaves. When working, look both at individual leaves and leaves in relation to each other. Flow is a plus when looking at something this trafficy.

edit: Atnas kinda beat me to the punch.  :)

50
Pixel Art / Re: game character
« on: June 21, 2010, 06:01:31 pm »
I agree with mozzy: you still need to complete the character before making more frames of him.

I feel that you are aiming to use shape more than line when designing this guy. The patches of color stick out to me the most and help me to distinguish him.
Do you plan to add detail, such as texture, line, or shading? Or do you want it to remain basic and simple? I suggest establishing this before you take another step in development so you can keep your stylization in check and consistent.
THe only thing that I would say is a definite is some work on the face: unless you want it to remain extremely simple, he needs more to his face. The face is the identity of the character, and is what gives the player much of the information about him. If you cant quite get the face to look right (tiny faces are a pain in the pixel world, arent they?), we would be glad to help.
If the blue on the shirt is meant to be shading, I dont really feel that it contrasts enough with the shift to let the player see it. Try lowering the value in that blue to make it more distinct.

Great start with this guy!

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