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Messages - Joseph
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31
Pixel Art / Re: Such a Pkmn geek, WTF. D:
« on: May 23, 2008, 04:21:39 am »
the slopes on the roof pointing away from the light are supposed to be dark, not the ones pointing towards it.  they'd actually be lighter than the top plane on the roof.
I get that the lighter part is a plane now, that's kind of what I figured before, but I don't understand the shape of it.  it looks like the roof goes (starting in the back, at the bottom)
up a 45 angle slope, flat plane, up a small 90 angle, flat small plane, and then hits the dome.  but if you go from the front, you go up a 45 angle slope, and hit the top plane?  that doesn't make much sense unless the top plane was pointing towards the front of the building at a downwards angle, having the back end higher.  the back would actually be the height of the small 90 angle, and then gradually slope downwards.

maybe this will explain it a bit better.

ugh...took me forever on that roof!  it really is confusing!

32
Pixel Art / Re: Portrait of a woman
« on: May 23, 2008, 03:02:25 am »
now that's so much better!
biggest problems that I can see would be the highlight under her chin...it's just a single line, kind of slices her neck.
her jaw on the right side (our right) is sharp, smooth it out as the left is.
the shadow along her face down to her chin gets weird.  then he shadow under her chin seems too high, as though it's overlapping her chin, which even if it was, you can't tell where her chin stops.
personally, I'd make her chin readable instead of trying to get the shading the same as the reference.

oh, and you're missing a smirk.

33
Pixel Art / Re: RPG sprite
« on: May 22, 2008, 10:50:35 pm »
your first sprite now that you're a living human being, or your first sprite for this rpg you're making?

if it's your first sprite ever, I would suggest trying an easier game than an rpg.  rpg's can get stressful with so many sprites that go into it, and if you're new at pixeling, you'll either have a terrible time or it'll take you forever.  starting with a smaller game would be better, that way you could get an idea of what making a game really takes and you'll get plenty of practice in, learning new things all time.
when your game is done, then, if you're still up for it, go ahead and try for the rpg.  (just my personal opinion-seems logical)

the sprite isn't bad, but the perspective is off.  you're going for the traditional rpg view I'm assuming?
if you hold a camera up in the air with your arm extended at an angle, you won't see your entire body at a direct angle, it's going to be up a bit so you'll see the tops of your shoulders, shoes, head, etc.
he doesn't have shoulders, knees, heels, defined elbows, or a nose.  and his feet a blocks, slope the fronts down a bit.  just take a look at your shoe.

also, check into contrast.  you're only using 3 colors, so if you stick with 3 for the skin, I'd outline everything in the darkest and then use the mid for shading and aa'ing.

34
Pixel Art / Re: Such a Pkmn geek, WTF. D:
« on: May 22, 2008, 10:36:29 pm »
nice work.  the roof confuses me though...where's the light source?  and how is the roof shaped?  I can tell it's straight in the front of that dome, and that that's a dome, but I can't tell about the lighter part the dome sits on.  also, the overhang above the door is confusing me too.  looks like there's a light in the front of the building and somewhere above it...maybe?  the slopes on the roof are dark though.

35
Pixel Art / Re: Yay! Newcomer! [WIP]
« on: May 21, 2008, 10:00:13 pm »
much better.  his backpack still looks like an issue.  it's sagging or something on the edge and it's awful high for just sticking out.  it's attached to his neck.
for the style, you're dithering on the backpack and not everywhere else.  you need to keep a consistant style throughout the entire piece.

36
Pixel Art / Re: New Pirate game mockup
« on: May 21, 2008, 09:54:32 pm »
ew.  the 2x scaling is great, but there's no need to do any aaing in it.  2x pixels are gorgeous, and honestly, it's simple no matter what programming language you're using.

37
Pixel Art / Re: Yay! Newcomer! [WIP]
« on: May 20, 2008, 06:54:01 pm »
I only used graphics gale once, but I'm pretty sure you can set a transparent color and use it as your background color.
You won't want to save it as a bmp, even if you can.  save it as a png or a gif.  they both support transparency.

38
Pixel Art / Re: Portrait of a woman
« on: May 20, 2008, 12:15:55 am »
her left eye (our right) is really pulling her face apart.
otherwise, looks good so far.

39
Pixel Art / Re: RPG Template
« on: May 19, 2008, 07:31:04 pm »
I thought maybe making him taller would ruin the perspective, but I figured it was either making him taller and a bit more normal in my eyes, or  finding a way to pull his legs closer without breaking his pelvis.  in his, he just looks like a short guy looking down.

taking away the character?  I'm assuming you mean the next highlight.  it's just to point out the highlights on his body, I'm not trying to redesign his character.

40
Pixel Art / Re: Yay! Newcomer! [WIP]
« on: May 19, 2008, 06:18:17 pm »
making it transparent now will give us a better idea of what it looks like on a mid tone background.  white backgrounds are horrible for viewing.
te sprite is simple, there's no doubt about that, but maybe too simple.  if you're going to go into enough detail to put lighting all over this leg, you might want to do the same to everything else.
you have very little contrast to even tell that the front of his face is lit up.
the muzzle flash looks more like it spurting out yellow goop.  try adding reds and oranges to it.


also, go through some steps when drawing.
my first step is always a work station:


create a color palette (even if it's temporary, you can always change it)
and give yourself some room to work with.  your sprite in enclosed in a very confined area, which, in most cases, people believe that they need to stay within that area.
staying inside a small area will keep your ideas limited and, to me, puts pressure on what I'm trying to draw.

now, looking at that work station above, notice how similar a lot of those colors are.
you have very little contrast, so it's going to be very hard to tell the difference from one shade to the next, or if his arms overlap eachother, it's just going to look like they're melded together into an x of arms.

change your colors to grayscale with a function, don't go and change everything to a gray.  changing your colors to a grayscale will really tell you if your contrast is working like it should.


a lot of these grays are close to the same, so what you do, is shade by the brightness of your color, then when the brightness is good, go ahead and fill it in with some color.
this isn't always needed though.  when you get better and you can really understand the brightness on colors themselves, instead of grayscale, you'll have no problem shading the way you should.

here's my edit.  check out how many colors I used compared to yours.  when you can use the same color somewhere else, do.  sometimes you'll be stuck with using a palette for an entire game, so practicing with limited colors will do wonders.


welcome to pixelation and good luck.

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