Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Anian

#241
There was a short video of how the interface grid is the core of it's design, but now all I can find is this montage:
https://vimeo.com/64377100
In any case, that was the best part, the gui and interior design.
#242
The Rumpus Room / Re: *Guess the Movie Title*
Fri 10/05/2013 01:45:56
Quote from: Crimson Wizard on Fri 10/05/2013 01:17:36
Heh, sorry for the delay. Yes, that is Conan The Barbarian.

Err, who was the first? Gribbler explicitly named it but Anian pointed to the movie scenes...
Yes, I recognised Krom's crypt from Conan the Barbarian, but Gribbler is welcome to have a turn, I have no idea what to put up next anyway.
#243
The Rumpus Room / Re: *Guess the Movie Title*
Thu 09/05/2013 21:50:28
Is it the same movie where this awesome piece of movie score comes from: http://www.youtube.com/watch?v=Gur7kJythgM ?
#244
Seems like Gabriel Knight meets OSD.  :grin: I suck at shading (so feel free to ignore it), but I tried things with the anatomy - make his stand more trench coat worthy (moved the legs back a bit), changed the shoulders and chin a bit, changed some hair color saturation and changed the hair:
[imgzoom]http://i.imgur.com/dYSqhRR.png[/imgzoom]
#245
Well most branches are thick if they're long, but the lower branches here are thick and short. So either make them longer or thinner, I think.

About the grass thing, I've reposted the image:
[imgzoom]http://i.imgur.com/miLA1fy.png[/imgzoom]
Maybe the perspective is correct, just looks weird to me.
#246
Why is that corner of grass, left of the stairs, so sharp when compared to the one right of the stairs?

The background looks cool, I'd maybe add two details to make the wall texture seem less repetitive - add some ledge and frame around the window and some grander blocks around the doors (instead of that thing above the door) - just to brake the pattern, plus it'll make it more realistic to have a frame around them.
Maybe something like this (but this is just a quick retouch, to show you what I mean) - check next post.

The other thing would be the tree - lower branches don't grow that way, just check out some pictures for reference and you'll see.
#247
Critics' Lounge / Re: Let's Draw an Ogre!
Sun 05/05/2013 20:28:39
To keep your spirits up, ProgZ, this took me today more time than I care to say...and it's not even half done.  :wink:

I really suck at digital painting.
#248
Critics' Lounge / Re: Let's Draw an Ogre!
Sat 04/05/2013 05:02:36
Quote from: Frito Master on Sat 04/05/2013 04:56:58
Am I the only one that thinks working a super high resolution isnt as good? Like 2000+?
What do you mean by "isn't as good"?
#249
Quote from: AGA on Fri 03/05/2013 23:13:00
I still have my fullsized cardboard boxed copy, because I'm old skool.
Hell yeah, got one as well...only it was a new game when my dad bought it for me while he was in London. The inside of the cd case, with the map, is brilliant.
#250
Critics' Lounge / Re: Let's Draw an Ogre!
Fri 03/05/2013 19:08:18
In Photoshop, if you have a separate lineart layer, Ctrl+click on the icon of the layer to select the lineart (marque it).
Then select inverse AND expand the area by at least 1px.
Now (still keeping selection) in the layer below you can fill in areas with the Paint bucket/large brush and it will make a very cool basic flat color stage. And every thing will fit nicely with the lineart.

This I found to be a nice process if making simple/clean illustrations, but it can be used to set up the basis of a painting as well.

On the actual drawing - I like the construction of the face Andail made, it's much more symmetrical in shape, although that's a pretty annoying tangent on the ears  :grin: but ProgZ's has a more interesting silhouette, but you really shouldn't cut it out like that, makes the whole thing look flat.
And yes, as DT mentioned, since PS is raster image, you should probably start of big. I like to do work at about 200dpi and 2048x2048px canvases when sketching stuff (it leaves room to enlarge parts and still not brake the 72dpi resolution of monitors), but you should test how big you can make the canvas and resolution and still work smoothly.
#251
Critics' Lounge / Re: My First Attempt
Wed 01/05/2013 14:25:39
Quote from: Adeel S. Ahmed on Wed 01/05/2013 11:49:11I overlooked the fact that Arms in front view are thin while that in side are sort of....muscular. I am just starting out so would you do me a favor to give a sample as to what he should look like?
Actually I mentioned their length.

Here's your original and some suggestions and cleaned up the image a bit. There were some random colors in it and the height of neck and arms was different, now they're the same. Moved the leg up a bit and make it seem a less unnatural standing position. Reworked the look of the neck. It is basically your sprite and style, just tried to make it less "stiff" and more interesting.
(I also put some shading in, but this is a small sprite, so you might not need to put in any shading):

Zoomable image:
[imgzoom]http://i.imgur.com/LCBlvHB.png[/imgzoom]
#252
Woah, so streamline Disney design and Nancy lost a bit of the curvature in the upper area (and is a bit older than I thought she was from the sprite)? Interesting.
Looking forward to seeing this in pixeling form.
#253
Critics' Lounge / Re: My First Attempt
Wed 01/05/2013 11:38:32
From technical side - put views enxt to each other when you're drawing them for the first time, otherwise you'll end up with stuff like limbs being different lengths (like the arms on your character), shading is random and not really noticeable.
From design side - character looks a bit bland (lack of details), but that's not that bad (better to keep things simple when you're starting out), you could work on maybe giving him a more interesting silhouette, especially from the side the character looks rather flat.
#254
The Rumpus Room / Re: Introducing monkey425
Tue 30/04/2013 11:00:42
Quote from: monkey424 on Tue 30/04/2013 02:13:48Anyone out there in the AGS community have any tips on fathering?
Every second Saturday spent with your kids keeps you out of "deadbeat dad" category.  :grin:
Just kidding. Congrats.  :smiley:
#255
Adventure Related Talk & Chat / Re: Bogans
Sun 28/04/2013 12:54:56
This is actually interesting to read. Australia is kind of USA (but less deadly people with more deadly animals) meets Mediterranean (a lot of things have a fairly similar vibe to the coast towns here on the Adriatic) style of living.
I've actually spent an hour or two with Google street view, looking through some cities mentioned here (it's a budget holiday :grin: ). Without any disrespect though, every town (apart from the big ones) looks the freaking same there.  :undecided:

In any case, seems like you had a great time, which was kind of the point.

#256
The Rumpus Room / Re: The Thread With The Hat
Sun 28/04/2013 12:26:43
Quote from: Oldschool_Wolf on Sun 28/04/2013 01:18:31We call him Wally over here for some reason!
Fun fact: over here we call him "Jura", which is our variant of the name George.
#257
Quote from: RickJ on Sat 27/04/2013 11:13:23
Hehe Tentacle Porn ... who would have thought . (roll)
When I read the headline, I was all freaked out on the possibility of things happening while I swim, then I read the guy did this to himself and calmed down.
#258
Your interpretation of "porn" is very odd, I found weirder stuff by misspelling stuff in google or deviantart (though on deviant art you don't have to misspell to see weird stuff, only turn off the "mature" filter). This might be categorized as cosplay though.
#259
Quote from: san.daniele on Fri 26/04/2013 11:29:18
The game takes place ca. 100 years ago. Think of it as a Wild West scenario. So no radio, traffic from outside, dishwashers, air condition fans, ...
I can not have more NPC's creating noises as they wouldn't fit the story. There's nothing in the story itself that could cause a noise coming from outside.
I like the idea of little wind and slightly rattling windows with a wooden squeak here and there, but when I try that it always gives the game a horror-like atmosphere which I really have to avoid!
damped animal sounds from outside could be nice (but it fells like that by itself is too little sound with a horse/pig/chicken shouting every 20 seconds).

Best would be to give the rooms a depressing/sad/lonesome feeling.
Maybe crickets. If you want to steer the mood, maybe put some simple slow music as well. It can still sound quiet even with music, if it's soft enough.
#260
The Rumpus Room / Re: Name the Game
Thu 25/04/2013 21:19:12
Quote from: HandsFree on Thu 25/04/2013 18:14:16
It's Druuna.
I just read about this, the comic actually has a pretty good sf story behind it.
SMF spam blocked by CleanTalk