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401
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Developer / Art / Re: show us some of your pixel work
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on: March 14, 2014, 06:28:33 PM
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If it counts as copying/Plagiarism i will delete it.
Lol it doesn't and don't worry, they aren't too similar. You might want to think about the lighting in your next piece more; check out the colouring of the hair near the top of the scalp in Cyangmou's edit from reflected skylight and backlighting, its quite light and very different hue from the actual hair colour. Your hair overall is also still super saturated and a pretty much monochromatic ramp - you'll want to look into hue shifting and better colour mixing in your next piece. Glad you're taking the crits so well, keen to watch you improve. Stick your first attempt and your new one next to each other and you should see a pretty solid improvement anyway
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403
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Developer / Art / Re: show us some of your pixel work
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on: March 12, 2014, 05:09:20 PM
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"gold knight" - neither the original nor the edit is gold, haha.
 Sir Midas was a simple man fuelled by greed. His downfall was his soft, heavy, golden armour.
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404
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Developer / Art / Re: show us some of your pixel work
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on: March 12, 2014, 05:35:30 AM
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Couldn't help myself doodling before bed  would be hell to animate, and might be a bit too tech-greebly but whatever, was fun pumping him up a bit haha but nah man they're all jpegs look at the filenames and zoom in for some artefacted badness (sharpened for effect) http://grab.by/v4xE - still present in mine cause guess what i edited.
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405
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Developer / Art / Re: show us some of your pixel work
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on: March 12, 2014, 04:52:09 AM
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Gold knight, potentially for a game I want to mockup.
I was going to do an edit but you jpeged it and it killed my boner upon zooming in. Use a losseless format for pixel art presentation.
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406
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Developer / Creative / Re: So what are you working on?
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on: March 11, 2014, 03:39:09 PM
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Horse hopping adventure!
You _really_ need to think about how you're shading things, and what that shading says about the shape of the object and the kind of light shining on it.
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407
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Developer / Art / Re: Art
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on: March 11, 2014, 01:48:26 AM
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I just figured he was being a dick about it.
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408
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Player / General / Re: Human Hugs
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on: March 10, 2014, 03:14:29 PM
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Sounds like it's the last nail to knock on the head. Can be a pretty toxic habit, and hard to shake, good luck to you and good job for taking the first step. 
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409
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Developer / Art / Re: show us some of your pixel work
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on: March 09, 2014, 10:37:37 PM
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-snip-
Check out Cyangmou's reply; I started on an edit but his rendering technique is miles ahead of mine anyway. IMO best case of action for you now would be to study the changes he's made and then apply them to a new piece with a new subject, but feel free to keep iterating on the current one if you want.
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410
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Developer / Art / Re: 3D thread
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on: March 09, 2014, 04:55:47 AM
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That frog is pretty cool. I bet/hope lowpoly hard edged vertex coloured and lit stuff becomes the next indie trend tbh, it's a fun style to roll with (and way fewer barriers to entry than standard modern 3d).  View from a cave into the grim world I've got generating over this weekend using unity, to see what kinda roadblocks get in the way of making standard tessellated volumes happen. Main time sinks were just quirks in getting the colliders to properly update and fiddling with shaders tbh. Distance based fog in this one, no "edge cheating" in a shooter. That always bugs me, standard unity fog suffers from that. Tried to get screen space dithering going but ran into precision issues with the coords and it looked like shit. Will hopefully get some sort of lighting model together with soft enough shadows to match all the fog, and then do updating the terrain, shooting and multiplayer and bam its ace of spades all over again. Will look into implementing a more interesting tessellator than standard "lol minecraft" cubes, see what I can do. Ofc it's just a demo so work takes precedence at this point :^)
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411
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Developer / Art / Re: show us some of your pixel work
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on: March 08, 2014, 05:41:06 PM
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You don't necessarily have to sample them, but use similar colours. The colours you've used for the skin are blown out as though the skin is lit by some very very bright orange lamp, rather than sunlight. There is no material identity as "skin" anymore, and unless you're going for an abstract look (not usually the point of studies) you should try to make your art actually look like the subject 
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412
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Developer / Art / Re: show us some of your pixel work
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on: March 08, 2014, 03:46:45 PM
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Man talk about being a downer. Crap and wip is a good part of what this thread is for, it'll get you a lot of good feedback.
If you're doing studies like that it could help to actually use the colours present rather than blow them out like you have on the face. The likeness is ok but you have made the shadows softer than they actually are, making his head look quite round, especially to left. The mouth is also wider on your ref.
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413
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Developer / Art / Re: Art
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on: March 08, 2014, 02:03:59 AM
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update:
Not really a fan of the boobmage armour stuff tbh but the technique is all pretty nice, love the transition into the grass.
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415
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: March 06, 2014, 03:46:52 PM
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Pepito sounds interesting, what is this going to be?
Game about friendship. @Blink I'll revisit the proportions but unfortunately they were kind of "suggested" by the already provided rig, and animations have started; I'm pretty anxious to not have to redo all that kinda stuff but we'll see if it turns out necessary to make it look good. Interesting idea on the plaid, "green jacket" was part of the spec but we'll see how flexible that is. So far it's been a huge mess of implementation; Michal tried out a bunch of unity plugins against my better judgement and the result has been slow development and really really fragile content. I'm going to try to get some scenery done and then come back to the girl. As I've said on twitter and elsewhere this has been a really discouraging project art-wise, I've hit all kinds of limitations and been symultaneously boxed in and left hanging by the spec, it's been like going back to contract work but without the promise of a set payment at the end, haha. I'll stop whining in here though. @hmental looks like abstract brushes gone wild. Would be interesting to see it in action but I've got a feeling you'd need to animate the background textures a LOT to get anything that didn't look like static "cool" images floating in the background.
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416
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: March 06, 2014, 01:23:19 AM
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Linking via imgur now cause dA is never consistent in what they want you to link so fuuuuck that. Thanks for the catch.
Animation will be skeletal, for better or worse. We've set time constraints on all of these games so it's kinda important to be time efficient with the animation - not that we've managed to be so far, haha.
I'll see what I can do about the boots/legs, I hear what you're saying there
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419
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Community / Townhall / Re: Station Raiders - Release and Postmortem
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on: March 04, 2014, 10:22:35 PM
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Bizzare that the mouse locking isn't working. Try right clicking the window? Did you try QE for rolling? The auto-roll is scaled back as much as we can to avoid screwing with people's jumps. The air pusher being backwards was an intentional difficulty decision, we found it was too easy to get anywhere if you could "pull" your way there rather than having to turn away in between shots. It'll make more sense with a multiplayer aspect, as you'd be able to push other players. Would probably have helped to finish/include the model for the gun ingame  We'll likely develop it some more, but we need to get 2 more games finished to launch the larger overarching project this is a part of. Glad you enjoyed what's there and hope that we can continue to pique your interest in the future, haha.
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