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Messages - Beetleking22
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231
I would use the highlights more sparingly, you should pay attention that you build up a visual priority in your tilesets. Think about what should attract attention and what shouldn't. Gameplay elements usually have the highest priority and backgrounds the lowest. These rock-walls are background elements and thus shouldn't attract too much attention. Attention is created by contrast, details/noise and depth. These highlighted edges are probably a bit much.

Yeap I agree.. Many have said in this theard that those wall rock has too much highlight.. Im trying now avoid them much ass possible.

232
Little update: Any critic?



I got little inspiration from Alex Hanson-White rock.

233
2D & 3D / Re: My rpg monster
« on: September 18, 2012, 06:01:13 pm »
Wow these are great!
Some lack a bit of contrast, while the bat, imp and boarman look really sharp!

Thank you Seiseki.. I used Adobe photoshop to make Unsharp mask for those monster.. I wanted test some filter.

234
2D & 3D / Re: My rpg monster
« on: September 18, 2012, 05:30:40 pm »
O___O My god these are excellent concept arts! I really love how original all of the monsters are as well! Keep up the great work!  Honestly when you're making creatures like these, there shouldn't be an anatomy you should follow unless you've already made one up in your mind.

Also what do you use to make these?

Thank you XLR8ED. I use Paint tool sai.

235
2D & 3D / My rpg monster
« on: September 18, 2012, 02:55:30 pm »
Hello I started drawing Monster and character first time in 2011 for my game.. I've been practiced almost 2 years.  My style has changed many times but I have not found my true style yet.  As you can see my artwork lack of perspective and there is also shading and anatomy problems. I want improve these characters..Criticism is very welcome here!

Old ones:

My first Monster...  :)









New ones



Still Wip

Boarman

Yeah I saw this guy first time in my dream And I wanted to draw it for my game.. Weird lol..

Giraffe Dragon.. This looks too much like a pokemon.



236
Great! :D, really convincing modelling.

You could still retain the rounded look you seemed to favour previously if you wanted, but the super sharp perfect-angle look does match the tree from earlier. Perhaps the edge highlights are a little excessive/uniform (stone isn't usually so reflective) and you could consider reflected light to help define corners/undersides as well Snake does this a lot in Owlboy but much improvement already.

How does it look in context?

Jep I agree there is too much edge highlights and Imo those rocks look too sharp with edge Highlights... If I remove those Highlights it does looks little bit like a empty.. If i want to put reflected light I must have to use a less bright colors right? So the dark to light method is very useful there.

  Here is another try..

237
No problem and no need to apologise, keep at it :)

I think you could go a lot further; you're still using many small, consistently sized particles and just adding a highlight/column. Here's a rounded 'hunks' example with more variation and sense of form. Try thinking about form by working dark to light, starting really simply with a variety of shapes in midtones and adding flat shades by thinking about where light might fall on them.



If you really want to understand the idea thoroughly so that you can apply it in other situations I'd experiment, very roughly, with many different approaches. I edited my previous examples with another pattern too.

Okay i'm trying understand this but those tiles need to be a also repeated.. I tried to make different shapes rock .. It is still wip...




238
Thank you rikfuzz, Alex Hanson-White, Facet  I'm really grateful for this knowledge.. I learned a lot and im going to learn more! :y: I'm very sorry facet that I made another Theard  :ouch:

 I did this edit quickly it is little bit mess but I fix it later... Now there is less flat than before and I added some light and dark shadow in middle.



239
Pixel Art Feature Chest / Struggling with Rock texture
« on: September 14, 2012, 12:51:43 pm »
I have been always struggling when I'm drawing a rock texture for rpg game or Side Scroll.. I really want understand  how make a proper and nice Rock texture. Can you guys give me a lesson to my head  :yell:

I do always so many rock texture but I never like Them so I throw them into the trash because there is always something  I dont like it.


240
Pixel Art Feature Chest / Re: Autumn Tileset Wip
« on: September 13, 2012, 04:35:01 pm »
I've been staring at this for a while, but I'm confused by exactly what's happening in the bottom half of the image - is it a dark hole? or a pile of dark brown mud?

I like the top half (and your colour choice in general is very nice), but you might need to push the contrast on the rocks up a bit to make it easily readable as a solid obstruction. (Though it's somewhat hard to judge in isolation)

Better  ???



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