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[Revisit] Zelda Mockup

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=14173
Printed Date: 09 June 2026 at 12:28am


Topic: [Revisit] Zelda Mockup
Posted By: Faceless
Subject: [Revisit] Zelda Mockup
Date Posted: 09 April 2012 at 9:37pm
I'm still not really happy with how http://www.pixeljoint.com/pixelart/68174.htm - this turned out, so I'm going over it again, correcting shadows and fixing some perspective issues.



Old version on the left, new version on the right. I still haven't added shadows for the Ocroroks yet, but before I finish this up I wanted to get people's opinions on the second Octorok, and to see what people thought of the flooring. I've been feeling like it's missing something for quite a while (the reason for the box in the middle of the room in the old version).



Replies:
Posted By: Friend
Date Posted: 10 April 2012 at 4:20am
the second ocrorok makes the room feel too crowded.  Maybe a trapdoor instead, to give something to the floor, and to make the room less crowded?


Posted By: Elastico-Gadget
Date Posted: 10 April 2012 at 5:06am
Originally posted by Frost Butt

the second ocrorok makes the room feel too crowded.  Maybe a trapdoor instead, to give something to the floor, and to make the room less crowded?


I agree with you.

A staircase of this kind may as well be appropriate :

 


Posted By: Rayovatron
Date Posted: 10 April 2012 at 9:15am
Link's pose is too static, he could be waving his sword or something.


Posted By: Friend
Date Posted: 10 April 2012 at 9:23am
or holding his shield out to defend himself from the incoming deku nut


Posted By: Faceless
Date Posted: 10 April 2012 at 7:31pm



Once again the update is on the right.
Changes/Response to Crits:
  • Addressed the cluttered floor crit by removing one of the boxes
  • The original idea behind this little mockup was that it would be a sidescrolling room clearing game with boxes you could push around, so I don't want to add a staircase (but thanks for the suggestion)
  • As for Link, I don't want to make his pose too dynamic because he's meant to have just entered the room, but I might do something to make him look a bit surprised
  • Added shadows to the Octroks
  • I've also changed the colour of the floor to break up the monotony some. Would like some feedback on this change

I'm still looking for some suggestions on the flooring. I still think it's missing something.



Posted By: Base
Date Posted: 10 April 2012 at 9:48pm
One thing I immediately notice with the flooring is that the boards never 'end'. Throw in some horizontal lines here and there to make the floorboards look more natural and break up the vertical flow.

Example of what I mean: http://ftextures.com/textures/Wood-floorboards-texture.jpg



Posted By: Bouzolf
Date Posted: 11 April 2012 at 10:39pm
I have a problem with the perspective of the bombs in the boxes.

REALLY quick edit to show you what I mean:



I agree that Link's pose would be much better he was looking at the enemy and perhaps protecting himslef.

I must say that this some really nice pixel art though!


Posted By: Elk
Date Posted: 12 April 2012 at 3:20am
Dont over AA too much


Posted By: Faceless
Date Posted: 07 May 2012 at 5:14am


Finally got around to working on this again.
You can see the progress made from the uploaded version and my current progress in the animation.

I'm just about ready to call it done.



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