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1212504 Posts in 52630 Topics- by 43413 Members - Latest Member: gabev

May 06, 2016, 03:13:16 am

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21  Developer / Art / Re: Turbo Run Shirt Voting on: May 31, 2012, 11:22:12 am
voted! Good luck, love the design!
22  Developer / Art / Re: show us some of your pixel work on: May 19, 2012, 02:08:34 pm
Raph Idle. Id love to do all of them, but its so time consuming... unless some one paid me.. *wink at michael bay*
23  Developer / Art / Re: Art on: May 15, 2012, 01:07:55 pm
Nice work Hawt Koffee! Great atmostphere.  Reminds me of World War Robot.
24  Developer / Art / Re: Art on: May 15, 2012, 07:47:46 am
thanks for the crit eobet, it was really useful!I'll give that a try, I was struggling with that problem, thanks for the tip and pointing it out. Wink Hand Thumbs Up Right
25  Developer / Art / Re: Art on: May 14, 2012, 09:27:03 am
 The cook role is always the most unappreciated class of the party.
26  Developer / Art / Re: Bones Sketchbook on: April 18, 2012, 10:08:55 am
I love those walls! Shocked
27  Developer / Workshop / Re: Painting Faces on: April 12, 2012, 02:33:43 pm
You jumped too far ahead you aren't really on any of the steps you are a little 3 and a little I don't know 6. I think you need to make sure to keep your brush big so you don't get the strokey look like you do now.  You also went into detail way too fast, the great thing about the step by step you posted shows how they start with very little detail.  I like to use the general rule that you use a very large brush at first and then as you progress your brush keeps getting smaller and smaller.  Don't draw the eyes in or any details, just paint the forms and then allow those forms to create details. Just make sure not to rush, the head you have now isn't bad but it isn't following the methods shown in the guide.
28  Developer / Workshop / Re: Improving my art on: April 02, 2012, 06:23:13 am

The design is looking pretty good, and the colors are improving but I think you should also consider pose.  I filled your figure in to show the silhouette and you can see that it's difficult to read. Many times with pixel art and especially sprites it's important to have figures that are easy to read just from their silhouette especially if it's just a still frame. You also want to be giving your characters a dynamic feel whether they are lounging around or ready to spring into action.  A helpful practice for me has often been to quickly sketch out poses in black and white to focus only on their dynamics, silhouette and pose. I did two example ones here for you.  If the image is interesting and readable in black and white you can be sure that you will understand it when you add the detail in making it that much better. It can also be a helpful practice for designing new characters. Try just sketching up 4 or 5 poses then begin filling them in when you pick the one or ones you like it can be a very fast process. Keep posting, it looks like you are making good progress. Smiley
29  Developer / Workshop / Re: Pushing pixels with a little Dev log aswell! on: March 28, 2012, 09:45:45 am

Did an edit for you.  Ill try to explain the best I can.

1: This is your original.  I immediately noticed that you had the start of an interesting character but the piece is plagued with common mistakes for beginners but you are already doing pretty well with design so thats a plus!  First thing that stood out to me was the color choice. Armor was red, cape was yellow, skull white and so on.  You dont want to think so simplistically with colors try to experiment a little Ill talk more about that later on.  I also noticed that everything was perfectly outlined in black and that your shading had very little contrast and similar hue.

2:Here I took your original shading and just edited some of the colors and already we are seeing an improvement.  If you look at the red colors you have 3 different values.  When you chose the shadow and highlight for the red you only pulled up and down on the light value and thats a common mistake. Try increasing the light value while also sliding the hue a bit.  In this case I pulled the hue toward yellow since he has a yellow cape and that light would reflect off his armor and pulling colors closer to each other will help your overall color scheme in general.  For the shade in the red I pulled the hue to the opposite side of the spectrum more toward blueish purple to give your piece some variation, you don't want it all so red.  The piece is still struggling with volume though at this point.

3.  In this one I corrected the shading and volumes while trying to leave your original lines intact.  The major things I did here was choose a light source which is overhead and to the right a slightly. Its helpful to think of the body as a whole object and not just shade each section seperatly like you did originally.  Don't be afraid to move away from your original red color for things that would be hidden in shadow, you can see I did that with the arm,I changed it all to blue with a purple highlight, this will give your piece much more volume and variation. You can also notice this happening in the boots and rib areas. Try not to use pure white or pure greys , pull those hues in the direction of colored objects nearby. You may notice as well that I changed up the line color in certain places depending on the lighting, so where it got really bright near an edge I replaced the black highlight with a purple or blue.

That's a lot of information but I hope it helps you out. If you have any questions I'd be happy to answer them for you.  I think you have a good start it just takes some practice, patience and some careful consideration to get better. If I were you I would start practicing with the hue shifting. It's a relatively simple problem to correct and has a drastic effect, just try and get a little more risky with your colors Smiley
30  Developer / Art / Re: show us some of your pixel work on: March 26, 2012, 11:31:30 am
I just submitted this for an 8-bit design challenge on dA. I'd be much obliged for a vote Gentleman You guys should make something too -- it ends March 30.

Looks great! I think I might want to join in on this.  I didn't see yours up to vote for though Ted.
31  Developer / Art / Re: Art on: March 25, 2012, 05:21:22 pm

Illustration for a new game Ill be releasing soon!
32  Developer / Art / Re: 3D thread on: March 24, 2012, 12:43:49 pm
I did this guy as a doodle in sculptris. I haven't really used this program much but its awesome!
33  Developer / Art / Re: show us some of your pixel work on: March 23, 2012, 11:04:15 am
Just a few things I had done for over at pixeljoint.

34  Developer / Art / Re: Art on: March 22, 2012, 11:00:31 am
This is a collaboration drawing between me, teknogames and Ted Martens(savethedinosaurs) that we did at the TIG meetup during GDC.
35  Community / Townhall / Re: Telepath RPG: Servants of God is out! on: February 29, 2012, 11:03:33 am
Awesome job Craig.  I downloaded the demo, played a few battles and was instantly hooked. Just purchased it through Indievania!  I haven't been able to get into any games lately until this one. I'm really excited to play this through!
36  Developer / Art / Re: Art on: January 30, 2012, 05:41:26 am
This is the album cover I made for scattle's remake of a Dino-Run track.

Check out the track here: http://scattle.bandcamp.com/track/doomed-original-mix
37  Player / Games / Re: A Podcast About the Development of Indie Games on: January 25, 2012, 12:33:58 pm
Great podcast! I hope you continue!  I'll be sharing it with others. Gentleman
38  Developer / Art / Re: show us some of your pixel work on: January 23, 2012, 10:48:00 am
@Retro-Rob:  Shocked , Kiss !

@Chevy Ray: Skull Boy mockups?! You just love tormenting us with the never-to-see-the-light-of-day skullboy.Looks incredible.

I think I only posted a still from this on here before.
39  Developer / Art / Re: "show us some of your pixel work" image view "tool" on: January 19, 2012, 12:55:43 pm
Awesome work!  This is amazing  Kiss
40  Developer / Art / Re: Pokemon Art on: January 15, 2012, 08:36:34 am
Finished mine.
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