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Messages - Omenith
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11
Pixel Art / Re: Trenchcoat, tie, sandals and gun
« on: April 05, 2007, 03:51:41 am »
Hmm, actually that was intended but I can see how it would be a problem if he were put into a game. ILL LOOK INTO IT!

Edit: Problem solved.. with the quickness...


12
Pixel Art / Re: Trenchcoat, tie, sandals and gun
« on: April 05, 2007, 03:40:40 am »
Thanks for the comments guys,


I tried to address the issues with the hands and the pants with more cheap pixel moving stuff.


Twisting and smacking! Heres the burst fire position. I tired to make sure the feet were moving correctly; especially during the twist. The coat might feel neglected.. I'll take a look at it tomorrow...

13
General Discussion / Re: Official Off-Topic Thread
« on: April 05, 2007, 01:46:25 am »
Not even that. She's just so fugly. I don't know why she was proud of her looks. I mean, she had a moustache and a unibrow. That's like, more hair than most dudes have.
Her face was divided into thirds by black horizons.
:lol:

14
Pixel Art / Re: (WIP) game Buflons.
« on: April 04, 2007, 05:30:46 pm »


This jump just keeps getting better... My favorite is frame 8 and on!! It adds so much dynamic personality!

To address your concern: I think reusing parts of a larger animation is just fine. It's been done alot especially in fighting games (sometimes even in animated movies). No sense remaking something so similar especially when it comes to limited memory, space or time (heck, even being lazy! :D). Infact some people may even call it genius... GOOD THINKING!

15
General Discussion / Re: Official OT-Creativity Thread [Nudity]
« on: April 04, 2007, 02:00:57 am »
Quote
Everything Capcom does is based off of hand-drawings, so it wouldnt suprise me if some of their stuff was coloreduced and then retouched on the pixel scale.

That's what I was getting at.. but I shouldn't be playing with fire. I will thank Xion for pointing out why its not pixel art and continue on. :P

16
General Discussion / Re: Official OT-Creativity Thread [Nudity]
« on: April 04, 2007, 12:22:07 am »
so confused... how is it not pixel art? is it something with the process? in photoshop i'm getting it as 15 colors indexed. I mean granted its pretty large and tedious looking but I've seen cleaner reduced vector graphics and this isn't it...

ps. refering to GOODNIGHTdestroyers post

17
General Discussion / Re: Official OT-Creativity Thread [Nudity]
« on: April 03, 2007, 11:46:24 pm »
Badass... eh, why isn't this in the "Pixel Art" section?

18
Pixel Art / Re: Detailed ship
« on: April 03, 2007, 11:38:49 pm »
Hey Icedemon,

Could it be possible to provide a .gif or .png version? This .jpg version is abit messy; we can't really provide a critique at the pixel level since its distorted.

19
Pixel Art / Re: my avatar
« on: April 03, 2007, 11:31:10 pm »
Quote
Also tried to get a bit more complementairy colourpalette going (purple vs. orange)... Not sure if that was a wise decision

Orange and purple aren't compliments, my friend (well atleast not the purple and orange you have chosen).  :P
THE MIGHTY COLOR WHEEL!!!


Complimentary colors would be directly across... Since your purple side is more of a red-violet the compliment would be green or green-yellow. Which you were closer to when you first started.

I think the original palette you had was more interesting because of the contrast in saturation. But this doesn't mean you can't change the hue which was what I was originally suggesting.


Can you tell the difference?

Edit: Found a smaller less offensive color wheel..

20
Pixel Art / Re: Trenchcoat, tie, sandals and gun
« on: April 03, 2007, 07:42:58 pm »
Joseph: When it comes to art, nature or "real-life" is always just a guide. I know, it was kind of misleading for me to make a realistic sprite then make extremely exaggerated animations but this was the point!  :lol:

Turbo: Its alittle too late for me to fix the original design at this point, hopefully the animations will clear up some of it. You can always make up form with movement. Also, skipping inbetween stages happen all the time in animation. The purpose of doing this is to avoid unnecessary actions and useless frames.. dragging things along just for the sake of compliance is always too tedious and often takes away from the focus of the action. I agree that the coat flies alittle too fast but the more force you apply to something the faster it will go, right? I tried to add more weight to the coat with extra frames in my new edit.

Wakka: I thought making him bring out a SMG would be more expressive toward his character (you can tell from his clothes that he is abit eccentric). He will only fire single rounds from this position; burst fire will be in another position holding the gun closer to the torso. The strength of an individual can also hamper recoil  :P.

Icedemon: Hopefully the revision will have addressed some of the static issues.

Souly: Added 2 frames to alleviate this.

Thanks for all the comments.


Here I tried to fix the rubber arm and added some movement to the lower coat and hand. I know it is still over the top with the breaths but I'm gonna stick with it.


Added 2 more frames to address the weight of the coat. Also seperates the coat animation from the swinging of the gun; this should make each action more distinct.


Just a semi-automatic single round shot...

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