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Pages: 1 [2] 3 4 ... 137
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24
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Developer / Art / Re: How do I make these sheep sexy?
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on: February 01, 2013, 09:32:23 AM
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Have you tried looking at a sheep?
Not trying to be a dick, but I think that's your problem. Look at a sheep, look at what its silhouette looks like, then draw that, except smaller. You can worry about stylizing it after that.
What you have going on now looks more like a turtle, but I'm guessing that's because you're trying to draw from memory and you're not a person that has seen a ton of sheep in his life except maybe cartoon sheep.
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33
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Developer / Art / FILL IN THE OUTLINE REDUX
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on: January 28, 2013, 03:54:29 PM
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HERE DA RULES!  - Someone posts an outline (.PNG pong)
- People fill it in
- NO COLORING OUTSIDE THE LINE
- After one day, the outline guy chooses a winner
- The winner is the next outline guy
Extended Rules:- People can post as many images as they wanna
- You can rotate the image if you NEED to
- You can fill in your own outline for fun, but can't win
- If the outline guy doesn't choose a winner within a day, the contest continues until he does
- If the winner doesn't respond with a new outline within a day, the last outline guy can choose a new winner
- If the thread goes dead for a full week with no new outlines, the first person to post an outline is the new outline guy
- For legal reasons, all residents of Estonia will be prevented from winning any games
- All prizes will be made out in discrete cash drops directly to me for distribution, pm for details
HALL OF WINNERS
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35
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Developer / Art / Re: show us some of your pixel work
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on: January 19, 2013, 06:33:19 PM
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Allow me to jump on the Ridley Critique Bandwagon...  I just doodled this up in MSPaint at work, but I think this should give some insight into what we're seeing versus what you're seeing. 1. The hair isn't shaded, I'm not really sure what you were doing with it, but if you look at your versions, there are areas where the top is darker than the bottom, and other areas where the bottom is brighter than the top. (Of where individual hair clumps would be) I think it's easiest to shade each hair clump individually. I didn't do a very in-depth job but I think it should be enough to get the idea. 2. It's better to shade with hue where possible. If you look at your own hand, the areas that are darker aren't more grey, they actually (depending on your skintone) go pink then a dark greyish brown or purple in the most shaded areas. Also, most generic light sources are tinted yellow, lightbulbs, the sun, fires, etc. So when things get brighter they also become more yellow. 3. There are some more drastic measures I'd take if it were my own sprite, like removing the black outline on the skin/hair divide, but those are stylistic changes. 4. Stray pixels/Jaggies on the outline.
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38
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Developer / Art / Re: Art Compo?
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on: December 17, 2012, 07:52:03 PM
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We've had a few... The Comic Compos in the past have been pretty big and flashy, and also had some smaller ones like this (Spoiler: a lot of broken links in there now). If you organize it, they will come.
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40
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Developer / Art / Re: show us some of your pixel work
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on: December 17, 2012, 07:46:33 PM
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The problem you see is that you establish a ton of momentum with those blur frames, then slow the motion both on the upswing and the forward swing. Basically you've got the acceleration backward. The easiest fix is to just start removing frames.
Try removing and adding these frames:
0 1 2 3 4 5 6 (5) 7 8 9 10 11 12 13
Or if by ending pose you mean frame 0, then reduce the blur effect on the final frame, but change the delay on frame 0 so that it can be seen as a stopping point.
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