Help with high contrast coloring

Started by ThreeOhFour, Sat 05/08/2006 15:26:41

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ThreeOhFour

As a bit of an experiment, I was drawing a quick sprite (practise, you know), and I thought I might have a bit of a go at coloring him in a high contrast style. Obviously the proportions of the sprite are a bit stretched and skewed, but I'm having a go at trying out this to see whether I can do this style of coloring any justice. Comments, crits, paintovers... all is welcome.



The pics are all in the order that I did them - I just went with ideas as they came to me so some of them might be a bit basic, but I at least think some of them are effective. My personal favourite of the moment is number 3.

Krysis

Personally I love 7... The lack of outline looks awesome.

Steel Drummer

Very good! Some are a bit jumbled, but for the most part, right on. Ã, Number five is especially good for a dark room and what not.
I'm composing the music for this game:



Evil

Yeah, a mix of 5 and 7, if well planned, would make a great style for a game.

Is there an invert code for shadows and such?

ThreeOhFour

#4
Alrighty, so if I do a very quick mock up of game like such:



Then I could add this to my list of feasible game graphics styles?

With the shadows, I think you could just make regions where you want the character to be inverted, create a second character view where its all the same frames but you've just inverted the colours, and then set the script so that while the character is standing on that region, the character view is set to something else. Not sure if this would change the character view when they walked off this region though...

[EDIT]

I couldn't help myself - did a version of the over used but terribly cool "Hero stands in doorway and looks incredibly menacing" scene - I think this one could be used in a still frame style intro, which runs like a slideshow but is reminiscent of a comic book style.


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