Joshua
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« on: June 28, 2012, 05:18:06 PM » |
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I want to make stuff and get better! Current WIP: Improving Photoshop Index PaintingOriginal Post:Working on a pixel art texture replacement for Delver. Shown at 2xI'm fairly happy with the top row, but I'm struggling with a texture for a cave/rough hewn stone wall. I'm feeling pretty bleh about the wooden planks. Help?! DisclaimerPlease don't take and use my work without permission. Currently I am available for commissions/contract work. [email protected]
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« Last Edit: September 13, 2017, 11:49:18 AM by Joshua »
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Storsorgen
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« Reply #1 on: June 29, 2012, 01:45:50 AM » |
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I think top row is absolutley fantastic.
As for the cave background and the planks, I feel that they don't represent the same scale as the upper row. Also, the perspective on the rocks seems kinda wonky. I really like the choice of color though!
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Joshua
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« Reply #2 on: June 29, 2012, 08:46:29 AM » |
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Thank for the feedback! Hmm. Good point about the planks, I'm leaning towards dropping the selout and trying for thinner boards. Yeah, I think the rocks ended up being a failed experiment. Time to gather some references and try again.
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Joshua
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« Reply #3 on: July 03, 2012, 10:28:53 PM » |
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A) B) Still working on/struggling with the rock wall tiles. Is this a step in the right direction? Does one read better than the other?
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« Last Edit: September 13, 2017, 10:21:58 AM by Joshua »
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Storsorgen
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« Reply #4 on: July 04, 2012, 02:19:01 AM » |
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I think I'd prefer A. I'm still getting a feeling that it's sloping alot, maybe some rocks in the lower part pushing out more?
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ANtY
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« Reply #5 on: July 05, 2012, 02:45:27 PM » |
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I also vote for A, it looks more like a wall.
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Joshua
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« Reply #6 on: July 08, 2012, 12:13:07 PM » |
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Still stuck on the rock wall, so shifting focus to inventory items. Thinking I should have a more unique progression for dagger->short sword->sword? Perhaps the palette is enough to establish a common set (iron, steel, jeweled)?
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« Last Edit: September 13, 2017, 10:22:52 AM by Joshua »
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Joshua
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« Reply #7 on: July 21, 2012, 03:56:35 PM » |
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For fun, I did a study(copy) of an awesome piece by threesided, found in the art thread. Working on my linework and rendering.
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« Last Edit: September 13, 2017, 10:24:06 AM by Joshua »
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Joshua
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« Reply #8 on: August 06, 2012, 05:37:09 PM » |
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Back to working on Delver tiles, still a long ways to go. I think I need a better pattern/texture than the generic cobblestone/voronoi I'm using. Comments/crits/suggestions very welcome.
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« Last Edit: September 13, 2017, 10:25:12 AM by Joshua »
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Savick
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« Reply #9 on: August 14, 2012, 04:02:04 PM » |
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I'm not really at a skill level high enough where I can see flaws in your work I think? You have a great amount of clarity with your tiles. Very eye pleasing stuff.
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Joshua
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« Reply #10 on: September 09, 2012, 06:27:21 PM » |
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Scratched a creative itch today, and this fell out. It's rough, but I'd like to make it into a proper mockup. I've been using DawnBringers 16-color palette so far, but I'm open to other options. But I'm struggling with a few things: - What is the player fighting?
- What is in the fore/background?
- What sort of HUD?
- Should there be some sort of weapon in the bed of the truck?
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« Last Edit: September 13, 2017, 10:26:19 AM by Joshua »
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ANtY
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« Reply #11 on: September 10, 2012, 05:50:09 AM » |
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the background could be in the style of those pylons, dark, grim, like a cemetery or sth.
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SundownKid
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« Reply #12 on: September 11, 2012, 07:37:20 AM » |
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I actually feel like a bright background would work better because otherwise the electric poles would be hidden.
I'm thinking something Nevada desert-y, like a post-apocalyptic landscape. The player could be launching missiles at another car, maybe? Having a missile loaded pickup truck gives off a post-apocalyptic vibe.
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ANtY
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« Reply #13 on: September 11, 2012, 10:09:49 AM » |
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Yes, you're right about the visibility of poles.
Anyway, about the enemy. Maybe a big multipart vehicle boss that would ride backwards and fight with us? Including that our pickup would have an ability to jump (could be done with moving up the whole car body on some metal poles while the wheels are still on the ground).
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Joshua
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« Reply #14 on: September 19, 2012, 07:32:13 PM » |
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Still working on this one. Added some clouds and the start of a background layer. Playing around with the idea of the score being represented like the total on an antique cash register. I'm kind of feeling a post-apocalyptic weird west vibe. Think Mad Max x Fistful of Dollars x Lovecraft and you start to get the idea. @SundownKidI think we are thinking along the same lines thematically... @ANtYNot sure about the pickup being able to jump. I was thinking about being able to switch lanes, and the enemies/projectiles only live on a single plane. Still mulling it over though.
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« Last Edit: September 13, 2017, 10:26:59 AM by Joshua »
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SamCube
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« Reply #15 on: September 21, 2012, 06:20:07 AM » |
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Your pixel art is awesome! Love it so much! How can we expect the texture pack for Delver? I'm so anxious to try it out. For the cave texture I like more the 2 option. The first one you did, looks more like a stone cliff, (I love it also btw). Great work. I'll keep checking your improvements!
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Joshua
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« Reply #16 on: September 22, 2012, 09:05:01 PM » |
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SamCube thanks for the kind words. I'm not sure when I'll be finished with my Delver texture pack. Every time I think I'm getting close, Chad adds a whole new tileset or set of gear! I'm taking a little break, but I will come back to it.
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amidos2006
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« Reply #17 on: December 02, 2012, 06:23:19 AM » |
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wooooow awesome pixels u are an amazing artist
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Joshua
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« Reply #18 on: December 02, 2012, 02:21:14 PM » |
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Thank you kindly! Here are a few of the assets I worked on for Unicorrida: As noted by several folks, the jumpsmash animation leaves much to be desired but I had to move on due to time constraints.
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« Last Edit: September 13, 2017, 10:30:33 AM by Joshua »
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beetleking22
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« Reply #19 on: December 04, 2012, 10:41:06 AM » |
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A) B) Still working on/struggling with the rock wall tiles. I know you feeling <3
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