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Messages - buddy90
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71
Pixel Art / Re: Animation and design.
« on: July 13, 2010, 06:24:02 pm »
Man, this is crazy....

I tried to play with it some more. I think his clothes look fine, but his skin still looks crap.



Tried this too..



I don't know, maybe it's just the base itself. Maybe it's too skinny or something.

EDIT:
OK, I tried something new. Bandanna animates, added two colors to the skin. It looks better, but I think something's still missing.

72
Pixel Art / Animation and design.
« on: July 13, 2010, 07:08:46 am »
Hey guys.

Past couple of days, I've been working on some animations. And like always, I start with a simple, flat color base. I've made three animations like this before, and they always felt too...."fat". Their limbs were comically oversized. So this time, I tried with a more simple anatomical proportions. Made running, jumping, and crouching, so far.

Here's those.



Thought it animated smoothly, so I went to try detailing the character. Here....is why I wanted to post. I'm totally stuck. He looks ugly with an outline, he looks ugly without....he just looks weird. This is the best I came up with....but it's so strange.



I'm stuck. Can you guys give me advice?

73
General Discussion / Colors...
« on: July 12, 2010, 07:14:20 am »
I want to talk about color today, and what I think I learned from playing with pixels in my short time. Mainly, I'm referring to hue, saturation, and value. It seems that visual art in any form is about how things react to light, which makes sense since anything visible is due to light. And in pixel art, it's your job as an artist to try to depict a three dimensional form in two-dimensions, and in a grid.

From what I understand, warm colors (red, orange, yellow) are where the light hits strongest, and cool colors (violet, blue, green) are where the shadows are. It works as a wheel.



Opposite colors can be formed here. Main ones are Orange-Blue, Red-Green, and yellow-violet. Meaning, those two color-pairs are the furthest distance from each other. Makes sense why traffic lights are red and green. A good piece should distinguish between elements in a composition, and one way to do that is to use colors. Warm colors would pop out more amongst cool colors than among other warm colors. Simple example.



But, the wheel doesn't talk about earth colors (brown) or black and white or grey. Also, I believe the warmest color is yellow, and the coolest is blue. Maybe the warmest color is orange though...I'm not sure.

On saturation, it appears that the more saturation you add, the more "color" you add, and when you remove it, you remove color. Hence, it'll look grayer. I'm not too sure about this, but I believe a saturated color appears when it's closer to light, and becomes unsaturated when it becomes a shadow. Like with warm/cool colors, saturated colors pop more amongst unsaturated colors, and vice versa.



And finally, value. Value is, I think, the most important characteristic of a color. It defines depth more than the other two characteristics, and for this, it's good to start a piece using only value. Darker colors imply shadows, and whiter colors imply closer proximity to light. A light color pops out more against a dark color, and vice versa.



An interesting I've noticed, when value is 0 or 100, adding hue or saturation will not change the colors in any way.

So, am I correct? What else do you guys know about color?

74
Pixel Art / Re: [WIP] Run-n-gun game sprites UPDATED 7/10
« on: July 10, 2010, 11:59:30 pm »
If you NEED to make it bigger, then dont pixel it that big, instead you should pixel it at the same size you were before, and then just blow it up. That, or use other digital art (vector, etc). It's going to be a huge pain animating by pixel something that large.

75
Pixel Art / Re: Mossy stone head
« on: July 06, 2010, 01:59:50 am »
if you're stuck and find it too difficult, you could always try to simply the subject.

The worst/flat part is his hair. Maybe just do a stone head without the beard or the hair?

76
Pixel Art / Re: [WIP] Moving Mountains
« on: May 23, 2010, 07:37:06 pm »
I agree, it's barely recognizable as pixel art. Might as well do this with a brush in photoshop. It also feels flat, and resembles more of a crumbled piece of tinfoil than a mountain.

Perhaps it could be because it has too many dents in it and not enough protrusions. Rocks jut out a lot more than that.

77
Pixel Art / Re: Running Soldier
« on: May 23, 2010, 12:05:10 am »
I wanted to make a mockup with the character too. Check it out.



Still very WIP, but this is my first real time doing something like this.

78
Pixel Art / Re: Running Soldier
« on: May 22, 2010, 08:08:33 pm »
Yeah, the animation should be complete....Anyway, I...

1. Made his head a bit smaller
2. Ear moves
3. Changed shadow to flow better
4. Added more shadow to pants
5. Fixed his left arm a bit to look less punchy


79
Pixel Art / Re: [wip]Simple Player Animation
« on: May 22, 2010, 08:25:38 am »
It looks weird because when you walk, you dont leap in the air when you cross your legs. You leap when your legs push you off the ground. Here, this is a very useful tool.



Btw, that game looks very fun. Kinda reminds me of Portal. Maybe because I was playing it recently :P

80
Pixel Art / Running Soldier + Mockup
« on: May 22, 2010, 08:20:26 am »
This started out as an animation test of a 32x32 running character. It's a little taller than that because, well, I wanted his hair like that.
That was done when I detailed it.

Anyway, I'm looking at this now, and I might consider making a mock-up with it. But for now, I just want CnC on the character itself.




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