tnr
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« Reply #22220 on: April 19, 2013, 09:52:07 PM » |
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*Fixed. Lookin' real good! 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 #22221 on: April 20, 2013, 12:45:21 AM » |
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Lower your pitchforks, please
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gggfhfdh
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« Reply #22222 on: April 20, 2013, 07:14:02 AM » |
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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 #22223 on: April 20, 2013, 07:28:45 AM » |
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poe: Yup I am attempting to make a game using those sprites.
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Conker534
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« Reply #22224 on: April 20, 2013, 08:49:12 AM » |
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ClayB
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« Reply #22225 on: April 20, 2013, 09:22:16 AM » |
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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. I feel like his underbelly should be darker though
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namragog
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« Reply #22226 on: April 20, 2013, 11:54:19 AM » |
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Cellusious: You're definitely improving- though you might be taking a little too much inspiration from Geti's style
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gggfhfdh
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« Reply #22227 on: April 20, 2013, 12:08:09 PM » |
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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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CharsAce
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« Reply #22228 on: April 20, 2013, 01:33:03 PM » |
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gggfhfdh
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« Reply #22229 on: April 20, 2013, 01:40:59 PM » |
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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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Conker534
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« Reply #22230 on: April 20, 2013, 01:51:59 PM » |
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ClayB
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« Reply #22231 on: April 20, 2013, 03:28:33 PM » |
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makin space ships
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Cellusious
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« Reply #22232 on: April 20, 2013, 03:59:54 PM » |
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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. http://lifelessechro.com///has screenshot etc etc.
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ClayB
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« Reply #22233 on: April 20, 2013, 04:06:09 PM » |
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Maud'Dib Atreides
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« Reply #22234 on: April 20, 2013, 04:27:24 PM » |
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Looking good CharsAce, scale those up by 300 percent so we can see them better
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Guy: Give me all of your money. Chap: You can't talk to me that way, I'M BRITISH! Guy: Well, You can't talk to me that way, I'm brutish. Chap: Somebody help me, I'm about to lose 300 pounds! Guy: Why's that a bad thing? Chap: I'M BRITISH.
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Geti
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« Reply #22236 on: April 20, 2013, 05:00:26 PM » |
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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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CharsAce
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« Reply #22237 on: April 20, 2013, 05:18:11 PM » |
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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 #22238 on: April 20, 2013, 05:30:56 PM » |
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This entry is so pathetic.. So pathEPIC.
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Carrion
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« Reply #22239 on: April 20, 2013, 06:13:19 PM » |
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I love you Cell.
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