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Messages - Blick
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General Discussion / Re: Isometric Writing
« on: October 28, 2008, 01:38:59 pm »

That's basically how I learned to do it. Make it in a box, and manually drag the sections down with the selection tool. Cleanup is often necessary.

General Discussion / Re: Official Off-Topic Thread
« on: October 28, 2008, 06:27:24 am »
The parody is just as entertaining.

Pixel Art / Re: flying pizza kitty!
« on: October 27, 2008, 11:29:47 am »
Really creative stuff. Love the Bobby Conn dancing one.

Pixel Art / Re: WIP guy with hammer
« on: October 27, 2008, 02:54:15 am »
Now here's where you should take strain and comfort into consideration. Someone wouldn't necessarily want to move into a position that's painful. With that being said, try a demonstration. Keep your palm facing up and see if you can move both arms behind your back and level with your shoulders, as the character is now doing in his falling frames. Hurts, no?

Simply keeping his palm facing upward throughout is a quick fix, but an uncomfortable one. Switching it so his palm is facing down at all times is also, with the existing frames, an uncomfortable one.

In my opinion, you'd be better off with rotating the weapon or finding a new way for him to hold that hammer, which both mean more than a few pixels would have to be altered.

Pixel Art / Re: WIP guy with hammer
« on: October 27, 2008, 02:36:25 am »
Okay, I need some help. I'm trying to think of a way to have him run, but I can't think of any way to have him do it with that big hammer. Any suggestions would be most helpful. Diagrams or examples are even better. Thanks in advance.
Try. Look at other running animations, find some threads with other run cycles and observe. Then create one from what you've learned through your own study and then it'd be easier for other members to help you. Asking us for help on something you have yet to create isn't going to work.

As for your posted animations, I'm impressed with your progress since the first post. The portrait is still a mess and you really should work with drawing portraits from photographs or have a friend model for you, whatever works, and really pay attention to drawing what you're seeing.

On the walking animation, I like that you show weight in his steps. I've always found it a bit ridiculous when characters in games move swiftly with large weapons (Cloud from FF7 being the most notable), so it's a nice departure to a more realistic walk under the circumstances.

The jump animation, his torso and head both shrink slightly on the falling frames. Also, his arm rotates around the handle. First his palm is facing up then, as he's falling, it faces down, but there's no indication of rotation in the hammer. I'm having trouble trying to visualize how the rotation of his arm would affect the weapon (would it flip the entire weapon so the hammer's head would then be in front of his body? I used to be so proud of my spatial reasoning), so hopefully you or someone else can figure out how to move the weapon to synchronize it with the movement of his arm.

2D & 3D / Re: Official OT-Creativity Thread 2
« on: October 26, 2008, 11:36:04 am »
Damn, I am in love with the concept of the paratroopers being sliced up by the falling samurai. Incredibly epic.

General Discussion / Re: Official Off-Topic Thread
« on: October 22, 2008, 03:48:50 am »

My hands and arms have had burns on them from day one, I have lost feeling in my fingers, and I'm always the last person to leave the kitchen. Either I'm being lathered up in a slurry of leftovers or I'm constantly draping my arms in boiling water.

It hurts, it doesn't pay well, but it's a job. And I should have taken that assistant aircraft mechanic position when I had the chance months ago.

There's a time and place to use selective outlining effectively, and it's not for a still image on a light background. The only time it's necessary is when the piece will be moving along various backgrounds. Selout is basically anti-aliasing to a background of medium luminescence, so using a light background to show the dragon is just hurting the piece. Also, there's a uniform texture throughout the tree and dragon. Smooth. Trees have holes, disfigurements, peeling bark, perhaps cracking or bending from stress of the dragon's weight. You'll have to do more than spot it with single pixels to add any realistic texture to it. The pillow shading, especially noticeable on the trunk, doesn't help the lack of texture either.

The rocks are also rather smooth, but I'm more concerned about how they're stacked. They're all in the foreground. There's not pile of rocks to support the precarious tower of rocks shown. I'd like to see a sturdier base of rocks, to make the situation more realistic.

A similar occurrence happens in the tail feathers(?). Each one appears to be on the same plane as the rest, making them flat.

I can't stress depth and texture enough for it.

Pixel Art / Re: Explosion
« on: October 20, 2008, 04:09:46 am »
I'd say the use of a reference would be in order:

I'm not really sure where to start on saying what you should do, so I'll point you towards some similar threads:

Frankiesmileshow's Nuclear blast
Jad's laser explosion

Pay attention to the movement of the smoke, how it rolls especially. It doesn't just expand and fade.

Pixel Art / Re: [WIP] Alien-Bird
« on: October 19, 2008, 02:20:33 am »
The teeth are what's bothering me with this. They're flat, uniform, and the bottom row is verging on being pillow shaded. Gaps, irregularities and the like would add more interest to it.


Otherwise, this is coming along very nicely. The texture of the feathers especially.

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