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Messages - Neutron

#141
the third one's looking pretty good, but i don't think your reflection goes quite deep enough.  from the base of the structure, make a reference point about a half an inch down, or wherever water level would be if you went in a straight line down through the ground, measure the distance from that point to the top of the structure, then flip the line over at the reference pont, and that will be the length of the reflection. also, you may want to put some suggestion of ripples as lighter colored lines.  and depending on the turbulance of the water you may want to mix some sky colors with the board colors in the reflection.
#142
The Rumpus Room / Re: The MSPaint game
Sat 16/10/2004 09:10:59


Next: accidents that can happen in outer space.
#143
Critics' Lounge / Re: a dark forest
Sat 16/10/2004 03:14:55
very cool forest.  i think i might add some more small brush sticking out here and there.  maybe some fungus too.  some bracket fungi on the trees might look cool.
#144
very nice!Ã,  is it 3D? ( judging from the halo around the planet I am going to guess 3DSmax? ) Or is it 2D?Ã,  anyway, looks nice man.
#145
I hope a few more people will enter.  :P
#146
I wouldn't be so sure.  It looks like it stands a good chance to me.
#147
Critics' Lounge / Re: Cave C&C
Thu 14/10/2004 03:38:39
ok, I'm not sure how i was being unclear, but here's an illustration.  tree goes on one side,...root goes on other side.  It's just less cluttered that way, and more effective.
#148
Critics' Lounge / Re: Biff. A generic sprite
Thu 14/10/2004 03:33:31
he has some minor elbow action going on, but you're right, he looks pretty stiff armed.  i'll give him some new keys and re-render.
#149
Critics' Lounge / Re: Cave C&C
Wed 13/10/2004 22:47:20
well I was just about to give it some critique, but it looks like you fixed most of the stuff i was going to mention.  The thing that stands out now, is, you no longer get the effect of the roots because they are in the same region as the foliage.  I would add a couple more roots on the other side, and also, I think they should taper off a bit more.  It seems like they should be more whispy.
#150
Critics' Lounge / Re: Biff. A generic sprite
Wed 13/10/2004 20:12:27
cool. yes, it's a clown nose, but i can change it to a normal one if it becomes necessary.  i'll go ahead and make some loops with this one then.
#151
Critics' Lounge / Re: Biff. A generic sprite
Wed 13/10/2004 19:31:03
Ok I think I fixed him.  How's this?
#152
Critics' Lounge / Biff. A generic sprite
Wed 13/10/2004 17:05:11
This is Biff, my all purpose character.  i originally made him as a template to improve my hand drawn walk cycles, but i wasn't happy with his walk cycle, so i fooled around with him some, and ended up setting UV coords and painting him as well.  Now that I have his UV coords set, giving him a different texture is no problem, so he may make an number of appearances with various 'costumes'.  What do you think about him? 
#153
Make a Super-Villian no more than 200 x 200 at 256 color depth.  Good Luck!
#154
I am honored.  I will come up with a new thread momentarily. ( as soon as I think of a topic )
#155
I'll do a non competing entry next time.  It's no fun if there aren't any contestants.  :-\
#156
Critics' Lounge / Re: "oldifying" a warehouse
Mon 11/10/2004 18:52:46
I took the liberty of doing a quick paint over.  It's not perfect, but like I said it was quick.
#157
Critics' Lounge / Re: "oldifying" a warehouse
Mon 11/10/2004 17:35:49
The wood should be grey instead of brown, and there should be lots of dirt and bits of stuff around, especially in the corners and along the edge of the floor.Ã,  maybe some evidence of mice, like mice droppings, and a spider web or two.Ã,  some broken glass maybe or a boarded up window.
<edit> also put some rust on the metal bits.
<edit> maybe some horizontal noise on the path too.
#158
also, if there is sand blowing around in the air you will get some serious fading out of things, like a mist effect.  so you could construct it in layers, and for the ones further back, adjust the levels, or brightness and contrast to give it depth. 
#159
thanks guys.  I will make a background tut of some sort if i get time, perhaps with a more complete background.  I used only GIMP and its pencil and fill tool for this.  I did make some of the brushes though.  I think the main ingredient contributing to the grittiness, is that I am trying to simulate ambient occlusion, also known as a 'dirt shader'.  basically it means the values get kind of skewed, shadows are soft, and dark patches tend to accumulate in the cracks and crevices.  Then of course there is the crud and the cracks on the walls.  I tried to break up my line quite a bit on the details.  On the window I wanted to simulate some random refraction, so I used the polygon select tool, and a grainy brush, and made it so the edges of things bleed into whatever is behind them.
#160
I made this to show how I would approach the shading, especially underneath the breasts, where you have a couple of lines, that may be a stylistic preference, but they just don't seem like they should be there to me.  On my example I have erased the lines and replaced them with a more horizontal line.  Also I trimmed down the shoulders and a couple of other things.  Sorry if I got carried away.
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