Pages: [1] 2 3 ... 10

Recent Posts

1
Pixel Art / Re: Help me with Bloodborne Hunter
« Last post by Chris2balls on July 17, 2019, 01:41:35 pm »
Daramon did a great job with that post! I thought I'd point out something too:


Notice how you can understand what's happening in Daramon's piece: the arms are not against the body, the gun's outline is recognisable, you can see a part of the weapon... you know what it is just by looking at the silhouette. By putting more detail in the outline, you give the viewer more information to work on to figure out what they're looking at.

Now an edit of your sprite's outline:

I separated the arm holding the blade from the body, so I was able to put more detail into it; I did the same with the pistold wielding arm. I took away more of the cloak and put it to the left, so that you could see more of the legs; I made the scarf smaller so you could understand that it's close to the face, etc.

Hope this helps  :)
2
Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« Last post by Jedemy on July 17, 2019, 12:54:13 pm »
Changed bottom gate and added some pipes. This scene is very important to my game, please feel free to critic and tell me my mistakes, so i can just get better at it.



Thanks for your time!
3
Pixel Art / Re: Help me with Bloodborne Hunter
« Last post by imonk on July 17, 2019, 11:59:37 am »
Wow, a dedicated helper. I like what you did with the lighting to mine and the cloth wrinkles to yours. I agree, I think my hunter's feet still look uneven, hands too small, pose too bored torso too long, legs too short. But seriously thanks for going out your way to demonstrate your points. I'll touch up on the original and update here.
4
Pixel Art / Re: How to Handle Instance Animation on Moving Charackter?
« Last post by daramon on July 17, 2019, 08:46:47 am »
I love the character!

The landing looks a little soft though. I'd expect more impact for something that looks that heavy. It seems like it's gently easing into place when it hits the ground.

Either play the landing frames much more quickly than they are right now, or remove a few. Also an exaggerated bounce of the central section on landing would help convey the feeling of weight and inertia.

Unfortunately the original you posted looks like it's blown up in size, so I can't make an edit. For future reference, if you post artwork at the original 1-to-1 pixel ratio then we can click on the image to expand it to taste.
5
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« Last post by Vinik on July 17, 2019, 01:23:19 am »
Amazing tutorial, thank you Howard :y:
So, the basics are: Build a mesh, duplicate that mesh, push it out a bit, turn it inside out, and make it slightly darker than the original.
I have been using this as a way to have cheap outlines on meshes, interesting that it can be also be used in renderings with this level of quality.

I am not a fan of dithering in general, except when it implies texture, but here it does help selling the pixel-art-ish style of the renders.

Are all materials such as the green painted metal and the rest of the cockpit being rendered with gradient ramps as well? I was under the impression that the color ramps were caused by a LUT posterization on the whole screen, rather than a mapped gradients per material. I wonder if the rote would be too different to achieve something similar to your results in blender.
6
Pixel Art / Re: Help me with Bloodborne Hunter
« Last post by daramon on July 16, 2019, 11:26:02 pm »
OK, this is a bit of a mess but all I can hope is you get some ideas from it.



I tried to lift the saw blade and handle away from the body by lightening the color values. It was blending in a bit. I also added shading to follow the light source. The rear of the handle I made darker to place it behind the figure.

If you look at the feet, the rear foot is darker so looks more in the background.

With the hat, I tried to imply texture without drawing lines all the way across. Also, the shading follows the light source.

There are specular highlights on the saw blade, the gun barrel, the hair and the tape on the handle. Also on the buttons.

The rest is an abortive attempt to smooth out the jacket. Ignore.

When it comes to the pose, I cheated and very roughly traced an action figure, then filled the areas with color:



Then smoothed the lines:



Here I've started to add some detail. Where I'm adding creases to the cloth, I'm roughing up the outline appropriately.



In this one I attempt to add an internal outline to the arm and part of the side:



Edited to add:

This is my first attempt at a 256x256 figure. I'm normally at 64x64 or less. Working at this scale is very different!

Also this is my first attempt at a detailed character and folds in cloth. Thanks for the challenge! I may even finish this guy. :)
7
Check out the Kickstarter campaign from our friends @Drowning Monkeys Games!

We had so much fun making music and sound design for their project called "Castle Kong".


https://www.kickstarter.com/projects/drowningmonkeys/castle-kong

8
Pixel Art / Re: How to Handle Instance Animation on Moving Charackter?
« Last post by eishiya on July 16, 2019, 12:56:55 pm »
The captcha should go away, I can't remember the last time I saw one.

If the only change is the position of the gun sprite, then you might as well use one sprite and just change the gun anchor in the character's animation, so that the gun moves with them. That also would make it easier to have multiple guns or multiple characters who might hold the gun, since you wouldn't have to animate all their bobs :D
9
Portfolios / Re: [Available] Pixel Artist Looking for Paid Work Experience
« Last post by Chris2balls on July 16, 2019, 12:44:04 pm »
A little update as I'm looking for more work!  :)


"Zero" theme for #pixeldailies

I also have a Twitter account:
https://twitter.com/ckelsallpxls
10
Pixel Art / Re: How to Handle Instance Animation on Moving Charackter?
« Last post by appo on July 16, 2019, 11:25:21 am »
If you want the guns to move independently from the rest of the sprite, then I recommend separating them onto a different layer and animating the "firing" animation (like recoil or rotating the guns) separately from the jump. When you implement the sprites into the game, just parent the motion of the guns to the body so they move together as though they're connected. Bullets, projectiles, or particle effects should be their own sprites as well so their frames and motion don't have to depend on anything else.
makes sense, thx for the tip!
i knew about the separate projectile stuff but i was not so sure with how to handle chars.
this example from metalslug which i digged up today shows what you mean. the legs for the jump and walk are separate from the upper body parts to do what i want to do.



i guess things like the little idle animation up and down of the guns can be then made in unity ect. by changing the height of the separate "container" or do i need there separate pixel frames too with different heights?

ps: does the reply captcha thing goes away after a period of time being a user here? kinda...annoying...

Pages: [1] 2 3 ... 10