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877178 Posts in 32849 Topics- by 24288 Members - Latest Member: Ahbu

May 18, 2013, 05:38:56 PM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2195173 times)
sublinimal
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« Reply #13890 on: July 04, 2011, 09:51:00 AM »

Nevertheless, that palette swap is a clear improvement. It's a good example of how much color matters.

That's not to say you can turn a bad image into a good one just by changing colors. In this case, the composition, shapes and mood were pretty tasteful to begin with. But after the swap, it just shouts what the original artist said shyly.
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Will Vale
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« Reply #13891 on: July 04, 2011, 01:39:45 PM »

Thanks for the kind comments! Any tips on making vertical shapes read better in plan views? I added some soft shadowing but I'd like to convey that e.g. the bronzey pipes by the engines don't come as high up as the engine tube.

@Will Vale:
What does 'only a coder' even mean? Sad

I don't know - I said 'really a coder' - I don't have any inferiority issues Smiley I guess what I wanted to say was that I don't have enough time to draw to get good at it, so what I produce tends to be sloppy. I think I'm decent at detailing and colour, but not so good at overall form.

I have been trying to do a bit more sketching and doodling this year, that's probably helping. My pixelling experience is mostly from hobby projects 20-odd years ago, so rather out of date!

FWIW I think the recent posts from Tomkinson, leonelc29 (and Shiny's edit) are better examples of good pixel art - they display more craftsmanship and discipline in the use of a limited palette and work area. I like mine but it's much less disciplined - I didn't use a palette, and did a lot of hacks with adjustment layers (e.g. the armour is greyscale, tinted with a gradient map Shocked) to save time.

Cheers,

Will
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Nugsy
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« Reply #13892 on: July 04, 2011, 02:35:58 PM »

If it looks good, it looks good!
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ToothyMang
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« Reply #13893 on: July 04, 2011, 07:59:56 PM »

Hey, very new to pixel art, and would really like any critique/advice on these. Thanks!


This guy will be for a game eventually.

This was just for fun.
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leonelc29
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« Reply #13894 on: July 04, 2011, 08:25:29 PM »

I didn't use a palette, and did a lot of hacks with adjustment layers (e.g. the armour is greyscale, tinted with a gradient map Shocked) to save time.

i didn't use any palette anyway(not that i know anything about palette!), i just pick whatever color that feel good and paint it. Well, every artist have a lazy side, so it's okay to be lazy, atleast for me though  Cheesy
i think you need to up the contrast for the main body of the ship though, look flat for me, but otherwise it's a really good piece especially the detail!


This guy will be for a game eventually.

The head of the spaceman are kinda weird(it's like bend forward) so i edit it with my style(as well as repaint with other color) and make him stand up straight




i don't know making it stand up straight will help or not, just kinda...you know, my sense.

Did you enlarge the original picture? Because i find it weird that some of the pixel consist of 3x3 and some 4x4 or 4x3.
« Last Edit: July 05, 2011, 12:09:59 AM by leonelc29 » Logged
Dugan
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« Reply #13895 on: July 05, 2011, 04:40:24 AM »

@ToothyMang - for the 1st spaceman, why not try to find a photo of one at (real or from a film) in a similar side-on pose, then scale that to the size of your one, and place them side by side in your paint program to compare.

It can help with proportions and with which parts of the suit should stand out from others (which detail should stay, and which be discarded - as you only have limited pixels at small scales).
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AMAZON
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« Reply #13896 on: July 05, 2011, 05:28:03 PM »


done for TUGS on tsr, meaning the first one i just made the pallet, the second i had to fit into a silhouette, and the third i had to shade a lineart (still wip)
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kitheif
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« Reply #13897 on: July 05, 2011, 06:49:28 PM »

Looks pretty Red  Tongue


Decided to try to make a tileset that doesn't consist of only 16x16 blocks (damn you minecraft) The darker back tile is just for the effect that its all connected, I haven't put any work into it yet.
I had an hour before I had to leave to have my wisdom teeth RIPPED out, so this is the aftermath, I like it  My Word!
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saibot216
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« Reply #13898 on: July 05, 2011, 09:01:19 PM »


done for TUGS on tsr, meaning the first one i just made the pallet, the second i had to fit into a silhouette, and the third i had to shade a lineart (still wip)

OH MY JESUS LIZARD!
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SuperMistLand
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« Reply #13899 on: July 05, 2011, 09:10:11 PM »

my first attempts at pixel art (for Derek's GM Beginner Tutorial) and some random fuckery





For the shooter I need to flesh out the tile set completely and make the blue lights in the background less distracting. I think the ship could also stand to be more ship-ey.

Lesson learned: pixel art is so much fun.


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AMAZON
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« Reply #13900 on: July 05, 2011, 10:57:01 PM »


CRY SOME MORE honk HoNK.
« Last Edit: July 06, 2011, 09:52:49 AM by Red » Logged

handCraftedRadio
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« Reply #13901 on: July 06, 2011, 09:52:09 AM »









Some monsters. 

Wow! Those are all totally amazing!  Kiss Hand Thumbs Up Right
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BattleBeard
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« Reply #13902 on: July 06, 2011, 05:46:17 PM »

 Oh my god this is so bad my first sprite



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SuperMistLand
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« Reply #13903 on: July 06, 2011, 10:39:00 PM »

here is a stupid little 2 panel comic I made to practice pixeling.

feedback welcome, if you can spare a moment

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Will Vale
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« Reply #13904 on: July 07, 2011, 01:18:00 AM »

little 2 panel comic I made to practice pixeling.
I really like the muted palette, the stylised ground and clouds, and the glint on the sword. I'd be tempted to lose the highlight & shadow on the background rocks in panel 2 and on the left of panel 1 to push them further away. At the moment they have more contrast than some of the foreground elements.

I've been tweaking the spaceship I posted earlier during odd moments this week, I'm much happier with it now:

BEFORE:



AFTER:



I've tried to make the back and neck feel more solid, reworked various details, and cleaned up some of the messier bits. I also added a big beam laser turret. Maybe a bit too big since there were supposed to be two originally! The VFX are just a quick experiment, I think the beam would be more animated in game but it's tedious doing the animation in Photoshop...

Here's the 24-bit image as well, since the GIF is a bit grainy.



Cheers,

Will
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