Tanks

Tanks

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Pixel Art Details

Tanks



user
Title: Tanks
Pixel Artist: Sergiotron  (Level 7 Sheriff :: 7913 points)
Posted: 4/26/2011 13:26
Statistics:  7 comments    5 faves    0 avatars

Here's a little animation I did like a year ago. Four levels of shield :)

Discussion

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user
zombossjoey (Level 2 Flatfoot) @ 12/20/2014 06:12

This is awesome! Reminds be of one of my favorite games, Metal Slug.


user
w4rlock (Level 5 Sniper) @ 2/8/2013 16:54

 so cool !!


user
yaomon17 (Level 7 Mass Murderer) @ 6/6/2012 00:27

 The bouncing light in the front reminds me of metal slug :0


user
Delicious (Level 10 Capo) @ 4/27/2011 07:47

Nice work on this! the second to the bottom one is quite awesome.


user
NobleValerian (Level 6 Manager) @ 4/27/2011 06:12

 those are sweet


user
Sergiotron (Level 7 Sheriff) @ 4/26/2011 14:26

Thanks for your comment! You're right about the white graphics and the semi-transparent layer    I have learn a lot about pixel art since I made those tanks :)

I just thought they were better here in my gallery than on my laptop's hard drive


user
jalonso (Level 11 Godfather) @ 4/26/2011 14:03

Nice job overall. A few nitpicks are the white graphics on the 3rd tank. The luminesence is so strong they appear to be floating above the tank. A dull white, maybe even 2 dull whites, (green/ochre tank so a yellowed white is cool too) would set them in and make them appear finer too. Its fine for you still as you have yet to pick up a lot of pixelart related stuff. As I've mentioned before, for now really focus on color, shades, hues, etc. It will help :)

Also, maybe (did not check) the shadows over the wheels on the bottom 2 are a semi-transparent layer. In Pixeljoint where pixel purists and people into the pixels details like that will kill your art. The smaller the piece the more people zoom to inspect + we all tend to zoom regardless. This is easily created with pure pixel work, looks better and makes you better. If not a trans layer then nvm this paragraph.

That said, semi-transparencies are OK in real world settings and in game development. In commission work we all do it because it speeds up production or a project allows it. Its just better to know how its done manually. We do want you to become a pixel nerd and have a kick-ass gallery ;)


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