| Collaborations/Challenges | |
|  Pixel Joint Forum : Pixel Art : Collaborations/Challenges | 
|  Topic: CHALLENGE 12/8/2014: Doom Sprite |     | 
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| Author | Message | 
| Limes Commander     Joined: 15 September 2021 Online Status: Offline Posts: 683 |     Posted: 12 December 2014 at 9:53am | 
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   just add another highlight. Great first post, head is my only problem with the pic.
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| knunery Seaman     Joined: 02 December 2014 Online Status: Offline Posts: 4 |     Posted: 13 December 2014 at 7:47am | 
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   Should I submit this to the challenge?  What should I improve on?
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| jalonso Admiral     Joined: 29 November 2022 Online Status: Offline Posts: 13537 |     Posted: 13 December 2014 at 8:55am | 
| Originally posted by knunery Should I submit this to the challenge? If you are happy with it, yes. Originally posted by knunery What should I improve on? The claw highlights are a bit rough. | |
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| Splurge Seaman     Joined: 25 December 2024 Online Status: Offline Posts: 14 |     Posted: 14 December 2014 at 7:56am | 
| Originally posted by BathMaster_2000 You could boost the contrast on the piece to make it more readable... it took me a while to see the mouth. Fair point I guess. I changed the face a little to give a stronger suggestion of fangs. However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept. Final submission:  Final, final submission! Reworked the scales on his lower half's back, to help the horizontal animation direction:  Edited by Splurge - 15 December 2014 at 3:29pm | |
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| BathMaster_2000 Commander     Joined: 28 August 2015 Online Status: Offline Posts: 84 |     Posted: 14 December 2014 at 6:25pm | 
| Originally posted by Splurge However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept. I see the problem you have.  I like what you did do with the face, though, with the mandible-looking things (which I presume you describe as "fangs"). You don't have to change anything about it, it looks good as it is right now (in my opinion).   | |
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| dwere Seaman   Joined: 14 December 2014 Online Status: Offline Posts: 1 |     Posted: 15 December 2014 at 3:06am | 
| Originally posted by skamocore Nice idea, but the max canvas is 128 x 128. I don't know how did I miss that. Is it accepted to edit the submission during the voting period? | |
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| Splurge Seaman     Joined: 25 December 2024 Online Status: Offline Posts: 14 |     Posted: 15 December 2014 at 3:28pm | 
| Originally posted by BathMaster_2000 Originally posted by Splurge However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept. I see the problem you have.  I like what you did do with the face, though, with the mandible-looking things (which I presume you describe as "fangs"). You don't have to change anything about it, it looks good as it is right now (in my opinion).  No matter. I think he'll let his flamethrower do most of the talking. | |
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