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Messages - buddy90
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61
Pixel Art / Re: [WiP] Sprite Base and Tiles
« on: August 02, 2010, 10:27:38 pm »
The dirt should use some contrast. Also, it did remind of a tutorial I saw too, but I can't seem to find it either...

In any case, the best way to break up a grid to use different tiles. Don't just tile 1 tile, tile several with little changes. Don't forget to use some tiles that are just 1 color either.

62
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 30, 2010, 12:22:07 am »
Every time I check this thread I wish this game was real. I so want to play it.

63
Pixel Art / Re: [WIP] Tiny robot character
« on: July 30, 2010, 12:13:33 am »
Don't misunderstand. We're not explicitly saying you can't outline. We're saying, don't think of it as such. The black color can be used to define shadow very well, if you use it and apply as a shadow instead of "oh, i have to outline every single piece of him" No, just think about how light is hitting him.

Also, you're not using all 16x16 space. Why not? Also, it would probably look better if his legs weren't so stretched apart. It would help to look at some other 16x16 sprites for ideas. One thing they tend to do is make big heads.

I would keep working at this resolution. There is much to learn about pixel art here.

64
Pixel Art / Re: Everybody gets a hump back WHALE!
« on: July 26, 2010, 11:59:11 pm »
I think you should block out basic forms before you go to detailed texturing and shading. Also, use a reference, luckily, I found a great one in almost the same pose as yours.

http://en.academic.ru/pictures/enwiki/72/Humpback_Whale_underwater_shot.jpg

Mainly, I notice the nose/snout/face and tail find is too skinny.

65
Pixel Art / Re: Demake dump
« on: July 26, 2010, 11:55:45 pm »
I just had pixelgasm. This is so pretty.

Although, when I saw FF13, i always imaged a demake would be more like Chrono Trigger than FF6. You know, cause of the battle system.

66
yeah, i love this too. just a few tweaks and this will be gorgeous.

for the background...
I suggest working on the shape of the roots of the bent tree, it looks more like a mop. Try seperating the roots on that one.
On the other tree, make the trunk taller and skinner.
And the dirt, the texture is a little noisy, and the color is kind of dark. I would would suggest more of a tone like the character's skin.

the character...
Generally, it's difficult to portray realism in small sprites like that with that perspective. Generally, what you want to do is play with proportions.
Big heads and arms with small torsos and smaller legs tend to work well.

67
Pixel Art / Re: [WIP] Mecha-RPG
« on: July 23, 2010, 07:47:00 am »
I also preferred the previous colors. The bricks add a nice touch.

68
Pixel Art / Re: Link
« on: July 22, 2010, 07:52:49 am »
The main problem is that the legs are waaaay too far apart. It's like he's trying to squat and spread his legs at the same time. It's a very uncomfortable position.

Keep in mind when you have a dynamic pose, how your character should move. Practicing the pose yourself and seeing it in the mirror can help get you an idea.

For this though, I would focus on making his back straight, standing upright, with his legs closer.

69
Pixel Art / Re: NES Mock Up
« on: July 15, 2010, 10:40:32 pm »
I know the background is very WIP, but there may be readability issues later with those colors. Maybe if the background were cooler colors (blue-violet) it would read more as background in the distance.

I love the sprites too.

70
Pixel Art / Re: RPG cave tiles, nes pallete
« on: July 15, 2010, 08:37:15 pm »
You could try plain tiles, and then sparsely add noisy tiles. Like, keep it plain, and just add a few rocks and stuff to it.

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