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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 7279076 times)
KaiserCVR
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« Reply #28380 on: October 23, 2014, 04:16:27 AM »

More design progress!  Smiley
Doubled the resolution I was working at previously. Wanted a little more room for detail, and a few less jaggies.



WIP. Callsign: Harsh Language.

Looking badass already! Can't wait to see the finished piece.


Any feedback?

(also: hello! first post~)

I'm diggin' it! It's got a great minimalistic gritty, dirty texture going on. And I really like the Lovecraft-ian vibe I'm getting. Super lonely and creepy.
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JobLeonard
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« Reply #28381 on: October 23, 2014, 04:18:24 AM »

But it's not actual dithering, if that was what you meant, it's more about texture.
I see what you mean - interesting effect! Kind of like halftoning.
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Sazem
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« Reply #28382 on: October 23, 2014, 04:28:42 AM »

eigenbom, I joined the pixel dailies.. I had to get the courage to make my first tweet too.

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Miko Galvez
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« Reply #28383 on: October 23, 2014, 05:01:47 AM »

sci-fi is such an awesome theme anyone can get into it



Cross-post from Mockups thread!
« Last Edit: October 23, 2014, 09:15:55 AM by Medevenx » Logged

Ingenoire
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« Reply #28384 on: October 23, 2014, 09:31:28 AM »



I made characters and I had fun doing the player's idle animation.
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rj
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« Reply #28385 on: October 23, 2014, 09:35:53 AM »

cute! getting a curly brace vibe

77
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DJFloppyFish
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« Reply #28386 on: October 23, 2014, 10:20:57 AM »

sci-fi is such an awesome theme anyone can get into it



Cross-post from Mockups thread!

i love his little body

uhm...

nice spritework  Embarrassed
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« Reply #28387 on: October 23, 2014, 10:53:42 AM »

More design progress!  Smiley
Doubled the resolution I was working at previously. Wanted a little more room for detail, and a few less jaggies.



My only problem with this is that a game with this art style isn't out yet.
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SolarLune
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« Reply #28388 on: October 23, 2014, 11:06:24 AM »

WIP. Callsign: Harsh Language.


Hah, interesting dude. I like that he's not the "usual" space marine look that's gotten popular.

sci-fi is such an awesome theme anyone can get into it

Cross-post from Mockups thread!

This is really cool. I like the health bar from the second mock-up more than the first, I think.


I made characters and I had fun doing the player's idle animation.

This is slick. I think the animation's pretty good, but kinda messy at the moment; maybe not do so much pixel-based movement and more cluster-based movement.

More design progress!  Smiley
Doubled the resolution I was working at previously. Wanted a little more room for detail, and a few less jaggies.


This is looking really nice, though I think the art style could still be expressed effectively at the original scale you were working with.
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eigenbom
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« Reply #28389 on: October 23, 2014, 01:29:43 PM »

eigenbom, I joined the pixel dailies.. I had to get the courage to make my first tweet too.

Excellent, see you over there! I've run PD for about 120 days now and so have done 120 successive pixel arts, it's tiring but great practise. Smiley
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Ingenoire
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« Reply #28390 on: October 23, 2014, 02:00:33 PM »


I made characters and I had fun doing the player's idle animation.

This is slick. I think the animation's pretty good, but kinda messy at the moment; maybe not do so much pixel-based movement and more cluster-based movement.

So somethin' like this? (Shorts only)
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rj
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« Reply #28391 on: October 23, 2014, 02:01:57 PM »

that's really, really good. i love how bouncy it is!

i'd say she shouldn't blink every bounce but that's my taste more than anything else i think
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initials
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« Reply #28392 on: October 23, 2014, 08:45:49 PM »

Lee Carvallo's Putting Challenge. Looking for feedback.

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Initials
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Super Lemonade Factory, Super Lemonade Factory Part Two, Revvolvver, Four Chambers of the Human Heart.
KaiserCVR
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« Reply #28393 on: October 24, 2014, 04:24:25 AM »

Some early enemy concepts.

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rj
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« Reply #28394 on: October 24, 2014, 11:17:15 AM »

kaiser maybe you should start a devlog for wander

all of the stuff i've seen you post is hella fucking rad and having it all in one place + discussion perhaps about what this game is (besides, you know, just "adventure") would be awesome! sure people besides me would love hearing about it too, yeah

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KaiserCVR
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« Reply #28395 on: October 24, 2014, 01:20:22 PM »

kaiser maybe you should start a devlog for wander

all of the stuff i've seen you post is hella fucking rad and having it all in one place + discussion perhaps about what this game is (besides, you know, just "adventure") would be awesome! sure people besides me would love hearing about it too, yeah

37

Thanks man, you're right, I need to get on that. The only reason I keep putting it off is I really shouldn't be working on Wander at all while I'm up to my eyes in concept art classes. But god dammit, since I'm having too much fun with it to put it on hold, I might as well bite the bullet and start putting a devlog together.
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Miko Galvez
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« Reply #28396 on: October 25, 2014, 12:42:27 AM »

sci-fi is such an awesome theme anyone can get into it



Cross-post from Mockups thread!

i love his little body

uhm...

nice spritework  Embarrassed

This is really cool. I like the health bar from the second mock-up more than the first, I think.

Thanks guys! I improved a bit on the shooting and did some running and jumping and JUMPNSHOOT





« Last Edit: October 25, 2014, 03:31:47 AM by Medevenx » Logged

Sik
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« Reply #28397 on: October 25, 2014, 03:33:31 AM »

Hm, I find it weird that his right arm is holding his left one when the weapon is not pointing forwards (of course it makes sense when it is).
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Miko Galvez
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« Reply #28398 on: October 25, 2014, 03:45:18 AM »

Hm, I find it weird that his right arm is holding his left one when the weapon is not pointing forwards (of course it makes sense when it is).

idk, he is always ready to JUMPNSHOOT


« Last Edit: October 25, 2014, 09:02:21 AM by Medevenx » Logged

Sik
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« Reply #28399 on: October 25, 2014, 04:30:00 AM »

In that case wouldn't it make more sense then to just always keep the weapon pointing forwards? (well, except for actions where that would interfere)
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