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Christoballs
Rear Admiral
Joined: 31 January 2023 Online Status: Offline Posts: 182 |
![]() Topic: AvatarPosted: 17 February 2008 at 10:20am |
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leel
Commander
Joined: 29 June 2005 Online Status: Offline Posts: 3001 |
![]() Posted: 17 February 2008 at 10:23am |
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Please remove the link from the picture, it's annoying when I try to zoom in and look closer.
bbl |
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Christoballs
Rear Admiral
Joined: 31 January 2023 Online Status: Offline Posts: 182 |
![]() Posted: 17 February 2008 at 10:33am |
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I'm sorry but I've got no idea how to do that, because the link's turned into a picture.
![]() Edited by Christoballs - 17 February 2008 at 10:33am |
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leel
Commander
Joined: 29 June 2005 Online Status: Offline Posts: 3001 |
![]() Posted: 17 February 2008 at 5:17pm |
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Well you did it somehow.
You said yourself this piece is too small to dither, yet you have random pixels floating all over the place. It's too noisy in general. Try to clean it up a bit - think of every color you use in a face as a new plane - that'll help you determine where the shadows/highlights go. It'd probably help to increase the contrast on this as well. |
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greenraven
Commander
Joined: 08 September 2016 Online Status: Offline Posts: 2598 |
![]() Posted: 17 February 2008 at 5:58pm |
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No need to dither. Just look at the ref pic...
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"pwnage comes with patience, practice and planning." ~ Jalonso
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Christoballs
Rear Admiral
Joined: 31 January 2023 Online Status: Offline Posts: 182 |
![]() Posted: 18 February 2008 at 12:10am |
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Originally posted by greenraven
No need to dither. Just look at the ref pic... ![]() I actually took the colours from the sprite. When I talked about shading and dithering, I meant help for bigger pieces of pixelart. The background needs cleaning up, because that mess was supposed to be the scratched metal/stone? on the Doom HUD. The guy seems to a weird nose, even if I keep trying to modify it. Edited by Christoballs - 18 February 2008 at 12:12am |
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Christoballs
Rear Admiral
Joined: 31 January 2023 Online Status: Offline Posts: 182 |
![]() Posted: 21 February 2008 at 3:06am |
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I've got a few questions: do you do a hand-drawn sketch for pixelart and then start spriting it once the rough's finished? Or do you dive in with a digital sketchpad (don't remember what it's called)?
I'll need more help with 2 other WIPs for a game I'm making called the Nerd's Revenge. I need to do a level screen Doom style, and of course main menu art. I've done all the sprites for the player and a few for the enemies. I'll post a screenshot to give you an idea of what the game's like soon. I'll post other things such as animations if you request them or would like to criticise them.
I've been looking around for an effective Gif or sprite animator but in vain >_<. Could anybody give me a suggestion? Unfreez is OK, but if you've got long anis, it takes AGES. Edited by Christoballs - 21 February 2008 at 3:19am |
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Christoballs
Rear Admiral
Joined: 31 January 2023 Online Status: Offline Posts: 182 |
![]() Posted: 24 February 2008 at 10:01am |
It's an evil alarm clock possessed by a demon, which I will add frames to, but I require help on the layout... Also, the jap writing spells 'fu'-'ro' (it's katakana, of course). Is the colour set out correctly if I add several other shades?
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Metaru
Commander
Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
![]() Posted: 24 February 2008 at 12:32pm |
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Animation Shop 3 is what I always recommend, as it is what I use. the Software thread in the Resource forums has a Direct Download link.
about your portrait, it appears that your version lacks the high-contrast higlights tones present in the original that help define the facial features of the character. considering that you're taking the colors directly from the image, it's just a matter of a more deeper study. |
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I ate leel's babies
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