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Messages - ErekT
Pages: 1 ... 31 32 [33]

321
Pixel Art / Re: Game sprite: Ubume ghost [WIP]
« on: June 12, 2010, 05:30:30 pm »

Haven't gotten around to fixing the sleeves yet. I keep putting it off for some reason :mean: In the meantime I've been working on some animation to go along with the ghost scene :D This here is the buff player-avatar who comes along to exorcize the ghost. He receives the bundle the ghost is carrying, then discovers it's actually super-heavy. Next follows some heavy button-mashing to keep the hero from dropping the bundle (last three frames). Still need to shade it and create some trembling motion for those end frames.


322
Pixel Art / Re: Worrior
« on: June 12, 2010, 03:07:07 pm »

Looks like the forearms are too long. If he's gonna be able to rest his head on his palms like that then his neck needs to bend down some more.

323
Pixel Art / Re: Run n Gun game sprite WIP
« on: June 12, 2010, 12:04:17 pm »

When creating an animated sprite, do you move from finished frame to finished frame, or do you start rough and add details later?

Start rough, definitely! Draw a stickman the size of your sprite and animate that first. Then, when you're happy with the stickman movement you can begin adding a solid colour on top of each stickman frame to sketch out the outline for your sprite.

The sprite you have is a good start but the gun is kinda hanging I think, like its melting or something.

324
Pixel Art / Re: Game sprite: Ubume ghost [WIP]
« on: June 11, 2010, 04:24:11 pm »

True that  :) I've changed the shading to make it look more like there could be a baby inside that bundle. About the expression, wellll.. I don't know  :-\ I tend to picture ghosts as having a kind of absent, sleepwalkey demeanor. Also, if I make her wail and moan I'm afraid the piece might become a bit too gloomy for the mood I'm going for. Going to have a think about it tho, thanks for the tip  :y:



325
Pixel Art / Re: First Attempt at an Rpg sprite
« on: June 11, 2010, 09:34:45 am »
Fixed the chin a little and colored the mouth brighter. For feminine looks, you'll want to cut back on sharp details and try to make things round and err.. mellow  :P On a small sprite like this I might even consider dropping the mouth altogether, especially for the femmes.



EDIT: Or just listen to NaCl, hehe  :)

326
Pixel Art / Re: Game sprite: Ubume ghost [WIP]
« on: June 09, 2010, 05:53:52 pm »
Thanks for sum good feedback! :y: I have taken the crits onboard and tried to fix most of the stuff pointed out. Except the sleeve, I'll save that for later.



It that a kimono or a yukata?

Actually neither. The whole idea with the ghost woman standing roadside with her newborn comes from Japanese folklore but I'm really trying to create a setting that's not too culture-specific.

327
Pixel Art / Re: Dario and Army
« on: June 08, 2010, 11:06:47 pm »
Like Anarkhya said, you can shave down your palette quite a bit. For this kind of sprite, four or five colours should be enough for each colour ramp. Also, try to define shape by putting your highlights and shadows in the right places. Unless your character has a spotlight pointed right at him he most likely is illuminated from above. I did a quick edit of his pants (bottom pic) to illustrate and bumped the colours down to 32 while I was at it:



328
Pixel Art / Game sprite: Ubume ghost [WIP]
« on: June 08, 2010, 08:45:27 pm »

Hello!
 
A spooky ghost lady standing around in a forest trying to pawn her ghost infant off on passers-by. Not quite finished yet but it's getting there. I've kind of stared myself blind on it though so criticisms appreciated, especially on the dress/kimono anim.



329
Pixel Art / Re: Outback ozzie zoot suit
« on: December 28, 2009, 04:31:17 pm »
Yello,

that's a nice piece so far but it has some depth-consistency problems. The pants are really nice shaded with highlights on the left leg and the right leg mostly in shadows, but the shading on the jacket doesn't fit with it at all. Right now the jacket part looks flat, like a stone-relief, it needs lots more shadow on its right half to follow the leg shading. Not too eager about the leather-cracks either, they should have much less contrast to avoid the rock-like feel. Remove the highlights on the cracks and/or use colours closer to each other. Maybe even remove the cracks altogether, you can still convey a sense of leather with some regular wrinkles with strong highlights.

Hope that helps :)

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