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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
![]() ![]() ![]() Posted: 12 September 2015 at 8:43pm |
Decided to make this thread a general C&C for all of the artwork for a game I am working on. Will be updating this post as we create more artwork.
Character concept/design: (http://wayofthepixel.net/index.php?action=profile;u=47680) Animator: Me We would love to hear your thoughts and opinions! Main Character: ![]() Ira: ![]() ![]() Odio: ![]() ![]() ![]() ![]() ![]() ![]() Timore: ![]() ![]() |
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Ottbot
Commander ![]() ![]() Joined: 08 September 2015 Online Status: Offline Posts: 108 |
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I like the look of Odio, but I think maybe the fire/hair could use some yellow in the center, to give it more of a "glow"?
I like the main character's design. Ice form needs... something... but having a hard time pinning it down. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by Ottbot
I like the look of Odio, but I think maybe the fire/hair could use some yellow in the center, to give it more of a "glow"?I like the main character's design. Ice form needs... something... but having a hard time pinning it down. I need to do an edit of the ice form. Another user posted on another forum that he looks more like metal than ice and needs a darker core to give him a slightly more transparent look. I Hate trying to animate fire. I can't seem to get my mind wrapped around how to make it look good and convincing. It's something I've really been struggling with. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Timore:
![]() ![]() I feel like it really needs somehting, but everything I try just looks off. Any thoughts? |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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I tried to give the fire some freedom, and as I watched some videos on fire, the very heart of the flames are much darker that the rest, so I tried to implement that here to a degree, let me know your thoughts!
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Ottbot
Commander ![]() ![]() Joined: 08 September 2015 Online Status: Offline Posts: 108 |
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Oh yeah, this looks significantly more firey! Nicely done! Fire has always been a daunting thing to animate for me, as well.
I'm not sure Timore really needs much, I rather like the simple design. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by Ottbot
Oh yeah, this looks significantly more firey! Nicely done! Fire has always been a daunting thing to animate for me, as well.I'm not sure Timore really needs much, I rather like the simple design. Thank you for the compliments! I don't even want to start on Ira... Those wings *shudder* |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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![]() Doubled the frames for the flame animation, while keeping the bodies animation the same. Almost makes me want to increase the body frames too, but man... Another 4 frames of animation.... Took me 6-7 hours just to do the first four frames. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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First wing for Ira... 3 hours later..... This is going to take a while. :/
Any thoughts, tips, criticisms? ![]() Odio Updated tail flame: ![]() |
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Ottbot
Commander ![]() ![]() Joined: 08 September 2015 Online Status: Offline Posts: 108 |
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I've never tried animating a bird's wing before... I would probably look at a lot of reference material first if I were to attempt it.
Odio's looking sharp!! |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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![]() VERY early look at the very first set piece. This is the main characters home where the game is going to begin. Only the front face of the first floor is really finished, but I wanted to get some thoughts and opinions before completing the entire piece. I really like where it is headed though! I needed to do something different for a while. This took me probably close to 4ish hours today. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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Be careful with the perspective. The windows on the side of the building are very wide. From this angle, they should be more like slits. The black part might not even be visible at all. In addition, it looks like the wall thickness varies a lot between the different openings. You have at least 4 wall thicknesses.
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by eishiya
Be careful with the perspective. The windows on the side of the building are very wide. From this angle, they should be more like slits. The black part might not even be visible at all. In addition, it looks like the wall thickness varies a lot between the different openings. You have at least 4 wall thicknesses. Yeah, most of the building is just a very quick sketch, only the front portion of the first floor has really been focused on heavily. Thank you for the advice on the perspective on the side of the wall. They are very wide. I already need to post an update, I have done a palette change, and increased the saturation trying to tie it in with the character more. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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![]() A little bit of progress and a palette change. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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![]() Decided to go with a completely straightforward perspective, and am trying to fill in the windows and doorway to get rid of the attention grabbing black. Really struggling with what to put in the windows... Tried curtains and shutters, but I can't get either to look right. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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I've been lurking and you are doing nicely with the sprites.
I haven't had any good c+c to this point. I like the front perspective and should prove smoother sailing for you. A 'world' is important so give it some thought and care. What you have is just a mash of things that buildings 'have'. Find yourself a good ref image of the look of the settings. Focus on a variety of options and details so you can create freely yet remain consistent. Always look for ways to break any box you make. Windows can have awnings, for example. Doors too. Even in a fantasy,cartoony,cute world the player WILL read inconsistent things. For example, your windows are over the head of the player...windows don't do that...they are for looking thru. Kutgw |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by jalonso
I've been lurking and you are doing nicely with the sprites. I haven't had any good c+c to this point. I like the front perspective and should prove smoother sailing for you. A 'world' is important so give it some thought and care. What you have is just a mash of things that buildings 'have'. Find yourself a good ref image of the look of the settings. Focus on a variety of options and details so you can create freely yet remain consistent. Always look for ways to break any box you make. Windows can have awnings, for example. Doors too. Even in a fantasy,cartoony,cute world the player WILL read inconsistent things. For example, your windows are over the head of the player...windows don't do that...they are for looking thru. Kutgw Thank you for the advice! You're right about the wndows, I feel somewhat silly for not noticing that myself, haha. Much appreciated. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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About the windows, adding to jalonso's feedback: many buildings have their interior floor higher than the surrounding ground (to make room for a basement/storage space, to keep the floor from rotting if the ground is wet, etc), so the window doesn't need to be at the perfect height for someone standing outside. It depends on how this house is set-up. However, usually windows of small buildings are at a height where someone outside can at least look in, even if the height isn't perfect for them.
I agree with jalonso that this lacks any sense of "setting", it just feels like a house with just slightly more than the bare minimum of features to make it look like a house. What sort of culture do the builders and dwellers belong to? What do they do in this building? Imply that with the shape, size, and details of the building. How does the geography affect the building materials and needs of the inhabitants? For example, houses in more northerly regions or in valleys will often have larger windows to let in more light, while houses in hot deserts will have tiny windows to let in some light, but avoid letting in too much heat. Poor people's buildings in deserts usually don't have wooden doors because wood is scarce/expensive. Thinking about things like that can help you make your setting more believable and interesting. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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![]() Headed towards more of a Mediterranean style. Could anyone help me out with the shadows. Something just looks wrong.... I have no idea how to fix it. Ignore the oddly shaped window up top, I'm just experimenting with a bunch of different things, but I have no clue how to do shadows like that and am looking for some advice. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Make the world. Leave shadows for later when you know what you really need.
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by jalonso
Make the world. Leave shadows for later when you know what you really need. Ok. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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![]() I think I am starting to realize that I am not a very good pixel artist. This is taking me an incredibly long amount of time to do, and I feel like it's just plain bad. |
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Ottbot
Commander ![]() ![]() Joined: 08 September 2015 Online Status: Offline Posts: 108 |
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Even if it feels like it's taking a lot of time, that is time well spent as long as you've learned something on the way! I think this is a good start, those walls will look better with some texturing and cracks. The windows are too dark and geometric... try experimenting with some windowsills with pottery and other brick-a-brack, maybe some curtains.
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by Ottbot
Even if it feels like it's taking a lot of time, that is time well spent as long as you've learned something on the way! I think this is a good start, those walls will look better with some texturing and cracks. The windows are too dark and geometric... try experimenting with some windowsills with pottery and other brick-a-brack, maybe some curtains. Thanks man. I'm sick and have just been having a rough day, and getting a little discouraged. Not really sure how to texture the walls. I'm going for a modern greek villa look, and this is what I have so far. Not sure what to do with the walls since the walls of these villas are very plain. I'm just not sure where to go next. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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To prevent frustration and discouragement I suggest you do and work as you feel but never erase/redo stuff as you go along. Save anything that's an asset (the table and potted plant in the last update) because they might find their place somewhere.
Don't worry if some element does not work out. Sometimes you just make something later and ditch an earlier effort. At this stage think more along the lines of blueprints and placeholders that are mostly about size and scale and don't dive into detail pixelling because you are not quite there yet so its wasting your time. For example, in this last update pixelling a tree in detail when you are still figuring out the look and feel is wasting time. You can however just pixel a tree asset and then use it later own. So yeah, if I were you I would focus on just making all kinds of assets you think you may need as the back of your brain is churning the creative juices on the more complex elements. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by jalonso
To prevent frustration and discouragement I suggest you do and work as you feel but never erase/redo stuff as you go along. Save anything that's an asset (the table and potted plant in the last update) because they might find their place somewhere. Don't worry if some element does not work out. Sometimes you just make something later and ditch an earlier effort. At this stage think more along the lines of blueprints and placeholders that are mostly about size and scale and don't dive into detail pixelling because you are not quite there yet so its wasting your time. For example, in this last update pixelling a tree in detail when you are still figuring out the look and feel is wasting time. You can however just pixel a tree asset and then use it later own. So yeah, if I were you I would focus on just making all kinds of assets you think you may need as the back of your brain is churning the creative juices on the more complex elements. This is an interesting thought. I will definitely be keeping this in mind. Thanks. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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I'm quickly falling in love with Pyxel Edit for tilework. This is about 2 hours worth of work total. Meant to be viewed at x3 resolution.
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Confused...
The sprites are lit from the right and the blue columns from the left. This does not look very Greek/Mediterranean village-ish. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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This is a different scene. This is supposed to be like a crypt. They're indoors. Someone told me about Pyxel Edit, and decided to try it out, so I decided to just play around with a different scene just to see how I like it for doing tilework. There will really only be a few setpieces, most of it will be tilework for the levels.
As for the characters, I don't plan on making 2 sprite sheets for each one with the lightsource coming from the same direction. When they move left or right, the shading will stay the same as it is now. Most 2d platformers do it like this. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Originally posted by Redsuinit
This is a different scene. This is supposed to be like a crypt. They're indoors. Someone told me about Pyxel Edit, and decided to try it out, so I decided to just play around with a different scene just to see how I like it for doing tilework. There will really only be a few setpieces, most of it will be tilework for the levels. The 'world' must make sense. Many a project fails because of this very important thing. You said you wanted a Greek/Mediterrenean kind 'look and feel'. Crypts, underground, sky, underwater...all must make sense in the world. Use Ancient Greek mausoleums refs. Originally posted by Redsuinit As for the characters, I don't plan on making 2 sprite sheets for each one with the lightsource coming from the same direction. When they move left or right, the shading will stay the same as it is now. Most 2d platformers do it like this. True but the basic 'world' is always consistent with the player's most used and here it would seem like he's lit from the right so the world is lit from the right. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by jalonso
Originally posted by Redsuinit
This is a different scene. This is supposed to be like a crypt. They're indoors. Someone told me about Pyxel Edit, and decided to try it out, so I decided to just play around with a different scene just to see how I like it for doing tilework. There will really only be a few setpieces, most of it will be tilework for the levels. The 'world' must make sense. Many a project fails because of this very important thing.You said you wanted a Greek/Mediterrenean kind 'look and feel'. Crypts, underground, sky, underwater...all must make sense in the world.Use Ancient Greek mausoleums refs. Originally posted by Redsuinit True but the basic 'world' is always consistent with the player's most used and here it would seem like he's lit from the right so the world is lit from the right.As for the characters, I don't plan on making 2 sprite sheets for each one with the lightsource coming from the same direction. When they move left or right, the shading will stay the same as it is now. Most 2d platformers do it like this. https://www.google.com/search?q=greek+mausoleum&rlz=1CDGOYI_enUS629US629&hl=en-US&prmd=inmv&source=lnms&tbm=isch&sa=X&ved=0CAgQ_AUoAWoVChMIjoLEvISWyAIVx9OACh1YvAHh#hl=en-US&tbm=isch&q=greek+crypt&imgrc=p6Kz0HCSSmAvgM%3A Could you perhaps tell me why this doesn't fit the Greek/Mediterranian theme? I think it fits fairly well. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Reads too Moorish to me :/
Greek archs are not pointy and columm capitals would be Ionic-ish not quite as Doric as you have. I see that if the player sprite is wearing a t-shirt and jeans then the world is now. You can have whatever setting you like just it should be now. Scenes like the underground there should be aged to 'now' too. I don't mean to hit on you. I know from experience how much time is saved if you have all the specs set in stone and the vision clear. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Originally posted by jalonso
Reads too Moorish to me :/Greek archs are not pointy and columm capitals would be Ionic-ish not quite as Doric as you have.I see that if the player sprite is wearing a t-shirt and jeans then the world is now. You can have whatever setting you like just it should be now.Scenes like the underground there should be aged to 'now' too.I don't mean to hit on you. I know from experience how much time is saved if you have all the specs set in stone and the vision clear. No, no, I appreciate the feedback! I appreciate it a ton! :D I don't feel hit or picked on, I was genuinely curious as to your thoughts! I guess I need to dig in some more on greek architecture. I can handle criticism just fine, so don't worry about that! ;) For example, I know that the Parthenon uses the doric style column tops, but as far as the wear goes, you are correct. You are definitely right about the pointed arches though. I need to fix that. |
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Redsuinit
Midshipman ![]() ![]() Joined: 24 August 2015 Online Status: Offline Posts: 44 |
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Haven't had any time to work on this over the weekend, but manages to squeeze in about an hour of work to this. Can't decided if I want to do statues, or carving in the wall. Also looking for any other C&C.
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