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1026660 Posts in 41161 Topics- by 32769 Members - Latest Member: rafaelchm

July 25, 2014, 09:21:29 AM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2810647 times)
Jackwhat
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« Reply #22335 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 #22336 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

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gggfhfdh
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« Reply #22337 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 #22338 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 #22339 on: April 20, 2013, 01:33:03 PM »

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gggfhfdh
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« Reply #22340 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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Conker
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« Reply #22341 on: April 20, 2013, 01:51:59 PM »



Got paged ;_;
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ClayB
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« Reply #22342 on: April 20, 2013, 03:28:33 PM »

makin space ships

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Cellusious
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« Reply #22343 on: April 20, 2013, 03:59:54 PM »

makin space ships



i wouldn't mind having those on a backround, which didn't tear out my eyes.
The design looks really cool but it's rather difficult to appreciate with the cyan(ide) color.
-

Tiles, not so sucky.

Also i got a site for it, which doesn't suck, i hope.  Waaagh!
http://lifelessechro.com/
//has screenshot etc etc.
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ClayB
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« Reply #22344 on: April 20, 2013, 04:06:09 PM »

  Waaagh!
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Maud'Dib Atreides
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« Reply #22345 on: April 20, 2013, 04:27:24 PM »




Looking good CharsAce, scale those up by 300 percent so we can see them better
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beetleking22
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« Reply #22346 on: April 20, 2013, 04:48:08 PM »

Dark should 2 shield contest entry.... This entry is so pathetic..  Cheesy

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Geti
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« Reply #22347 on: April 20, 2013, 05:00:26 PM »

Can we get that script from pixelation applied here so noone has to manually scale their images for blind people to see them?

@beetleking22: nice rendering.

@Cellusious: very eerie looking. Not sure what's going on with the yellow overlay on the rightmost tiles. Would be nice to have mockups attached to see how they fit together without having to imagine or mock it up myself, fwiw.

@Ashkin: He's been talking with me about art so I've probably been influencing him a little. Been trying so hard to not say "too grainy for me" as it represents a style choice that I shouldn't make for him.

@Jackwhat: Stanley's edit highlights larger issues with your sprite, mainly to do with construction and rendering (your line technique seems alright, if a little blobby). You _may_ want to do some smaller work to have an easier time rendering it out at such a monstrous size. Alternatively, at a size like that you could just paint it like normal at x2 or x4 size and then scale down and sharpen, ignoring pixel art technique entirely until you get to your target res, then cleaning it up. It's cheating, but it'd work for a sprite that size.
..Also, your dudes feet are at a huge angle to one another.
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« Reply #22348 on: April 20, 2013, 05:18:11 PM »




Looking good CharsAce, scale those up by 300 percent so we can see them better
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surt
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« Reply #22349 on: April 20, 2013, 05:30:56 PM »

This entry is so pathetic..

So pathEPIC.
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