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1042880 Posts in 42248 Topics- by 33891 Members - Latest Member: lazymngr

September 16, 2014, 01:29:52 PM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2927985 times)
Cellusious
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« Reply #22320 on: April 19, 2013, 09:32:36 AM »


*Fixed.
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SolarLune
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Hmm.


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« Reply #22321 on: April 19, 2013, 10:38:16 AM »

The bricks in the dirt shouldn't have light areas, unless they're sticking out in the third dimension (toward the camera), the bricks on the underside of the staircase shouldn't have a highlight. That's pretty much my only crits. Otherwise, it's really excellent-looking!
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JCity
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Lurking!


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« Reply #22322 on: April 19, 2013, 12:19:57 PM »


*Fixed.
Lookin' real good!  Grin
 

Been messing around with smaller resolution sprites.

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beetleking22
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« Reply #22323 on: April 19, 2013, 12:57:59 PM »



Upper vs lower,

also, this doesn't look that terrible. (so it might be final art style for echro)


<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3  Hand Fork Left Hand Knife Right Can I eat this?
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poe
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« Reply #22324 on: April 19, 2013, 01:45:35 PM »

Been messing around with smaller resolution sprites.



Please say these are going in a game! Smiley
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TNERB
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« Reply #22325 on: April 19, 2013, 07:47:27 PM »



 

Been messing around with smaller resolution sprites.



These are huge improvements over what you had shown awhile back.
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Ashkin
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king of kings


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« Reply #22326 on: April 19, 2013, 09:11:28 PM »

Cellusious: You're definitely improving- though you might be taking a little too much inspiration from Geti's style Wink
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Jackwhat
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« Reply #22327 on: April 19, 2013, 09:23:41 PM »

Removed most jaggies using the pixeljoint guide as a reference. If I did animate this character it'd be a simpler version.

Loads of fun though.


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TheNineRings
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« Reply #22328 on: April 19, 2013, 09:52:07 PM »


*Fixed.
Lookin' real good!  Grin
 

Been messing around with smaller resolution sprites.


God, I want to play a game that looks like that so much.
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Quarry
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« Reply #22329 on: April 20, 2013, 12:45:21 AM »





Lower your pitchforks, please
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gggfhfdh
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« Reply #22330 on: April 20, 2013, 07:14:02 AM »

Removed most jaggies using the pixeljoint guide as a reference. If I did animate this character it'd be a simpler version.

Loads of fun though.



this is both pillowshaded and dealing with the whole "shade along the lines" thing somehow

try to fix that???
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JCity
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« Reply #22331 on: April 20, 2013, 07:28:45 AM »

poe: Yup I am attempting to make a game using those sprites.  Wink
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Conker
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: D


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« Reply #22332 on: April 20, 2013, 08:49:12 AM »

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ClayB
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« Reply #22333 on: April 20, 2013, 09:22:16 AM »

Made a deer for Traversia:



It's sort of a mix between a Chital (Spotted deer) and a Reindeer.  The antlers were kind of weird to do, because I had to keep the side-view perspective for the deer, but I couldn't really get the antlers to look right from that direction.  So I just had them at a slight angle.

this is neat. Smiley I feel like his underbelly should be darker though
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Jackwhat
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« Reply #22334 on: April 20, 2013, 10:15:39 AM »

I was going for a somewhat top-right lightsource but I can see why it looks pillow shaded. Should the lighting on the legs/leftside be more severe? KOF stuff was what i was gearing towards but they seem to have more areas in complete shadow. I'll go for that approach <3.

Edit;

« Last Edit: April 20, 2013, 10:33:02 AM by Jackwhat » Logged

namragog
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« Reply #22335 on: April 20, 2013, 11:54:19 AM »

Cellusious: You're definitely improving- though you might be taking a little too much inspiration from Geti's style Wink

 Hand Thumbs Up Right
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gggfhfdh
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« Reply #22336 on: April 20, 2013, 12:08:09 PM »

I was going for a somewhat top-right lightsource but I can see why it looks pillow shaded. Should the lighting on the legs/leftside be more severe? KOF stuff was what i was gearing towards but they seem to have more areas in complete shadow. I'll go for that approach <3.

Edit;


i mean, what little you changed is definitely an improvement but you didnt really
change much
and the problems are still there - you're shading this thing just for the sake of shading it rather than treating any part of it like it has depth


like obviously this is full of its own problems but it should give you a better idea of what i meant

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Jackwhat
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« Reply #22337 on: April 20, 2013, 01:19:33 PM »

Knocking the rear elements back is something i completely ignored, helps though. The armor lighting in yours has been changed to be more front on, which does seem to pop it out more, i was initially interested in seeing how a rimlight would look which is why the highlights are hugging the outer lines.

I'll see how adding some highlights to the armor looks and push back the rear elements to add depth, thanks a lot mang.
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CharsAce
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« Reply #22338 on: April 20, 2013, 01:33:03 PM »

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gggfhfdh
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« Reply #22339 on: April 20, 2013, 01:40:59 PM »

Knocking the rear elements back is something i completely ignored, helps though. The armor lighting in yours has been changed to be more front on, which does seem to pop it out more, i was initially interested in seeing how a rimlight would look which is why the highlights are hugging the outer lines.

I'll see how adding some highlights to the armor looks and push back the rear elements to add depth, thanks a lot mang.

yeah the thing to remember with pixel art is that you.. really cant approach it the same way you do other mediums of art

its such a fucked up stupid way of doing things that most methods and techniques that would normally look kind of nice just look a million times worse
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