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Messages - Penguinx

#221
Aside from the new guy's widows peak hair-do, it's like they were seperated at birth.

You know what they say about great minds...
#222
Critics' Lounge / Re:New Cop Char for C&C
Thu 29/01/2004 16:58:18
My boy-scout, good deed for the day:




(Exactly what he posted; converted to gif and uploaded to my server.)
#223
The body on 1 definitely has more personality than 3. The head on 1 doesn't fit in well with your background art, though.

The last edit you made with option 4 seems to be the way to go.  The squarish-ness of his head throws me off a little, though. I hope you don't mind, but I put together a quick edit.



All I did, was make the head color match the arm color (it was slightly off when I checked it out in Photoshop), lighten the whites of the eyes a tad, drop the head/neck down a pixel, and add a line of pixels to the top of the head to round it out some.

Whattya think?
#224
The graphics in this game easily look like some of the most impressive AGS work I've seen. Really top quality.
#225
Here she is:



I ditched changing the shape of the head slightly as it just confused things.
#226
It'd be nice to see some painted backgrounds for AGS games. Nothing beats it.
#227
Critics' Lounge / Re:Entrance to another world
Fri 23/01/2004 17:18:30
My boy-scout good deed for the day:



It's a little compressed and a little dulled-down, but you'll get the idea.
#228
Critics' Lounge / Re:Reactor-room (again)
Fri 23/01/2004 17:15:05
Let there be light: Graphics Gale

I recently discovered the severly under-documented, over-powered program called Graphics Gale.

It's been my preffered source for pixel art creation ever since. And while I know this isn't the 'post your programs' thread, it certainly has been skewed in that direction.

It is definitely worth a register in my opinion.
#229
Critics' Lounge / Re:Entrance to another world
Fri 23/01/2004 16:16:26
Methinks someone needs their morning java.

I think the composition is interesting in that the placment of the weird objects at least makes your eye move around it a bit.

It can't be deciphered what any of it is, though.
#230
Thanks for the comments; the head bob I was drawing was not the right direction to take this character. Darth, that looks great. I am going to rotate the head and try to make the shape of the head change a bit as it rotates. The character's head is a bit oddly shaped from a side-view perspective, and showing the change as it rotates should really make it convincing.

I'll post an update later today (or Monday as I am going on vacation for a few days this weekend).

The posts made in response to my stuff are all really appreciated. Thanks a bunch for the help!
#231
Here's an update with a south animation:





I'm still not sure how to properly bob the head on this one. Everything I try looks too 'jerky.'
#232
Darth, as usual, that's great. Aside from the geen/glass/socket things which you didn't know about anyway, that is right on. I'm going to be doing a redraw of this sometime soon and I'll post it up.

Thanks everybody! (This board is ironically the best source for pixel art criticism I can find as pixelation just doesn't seem to have the traffic to make it worthy to trudge through their 15 required posts to start a new topic).
#233
In regards to the green eye area, that is not shaded because it is supposed to be a glass dome that has lights underneath it's glass. Think of the clear tail-lights on many of the newer Lexus and Nissan SUVs. This will be more clear in the large portrait shot I am going to use next to the spoken dialogue of this character.

About the shading; It is really high contrast, isn't it? I just threw 50% black on top of all those areas. Maybe I should subtle it up a bit.
#234
I think I'm liking theone on the left now, too. However, there is something wrong about the head's shading that I can't put my finger on. Also, I just noticed that in my haste to get something up, there is asymetrical shading on the chest area. This is mostly due to the call sign I4 confusing the issue.
#235
Here we are:

or ?
#236
I appreciate the criticisms. My original paper sketches had a lot more shading to them and I wasn't sure how other people would perceive the end result.

I will do an edit that has the original shaded regions included. It'l be a quick one, but it will give us something else to look at.

Thanks!
#237
To me, it looks as though the left wall's top and bottom lines are getting smaller as they converge on the vanishing point (and rightly so).

However, the window seems to get larger as it travels towards the vanishing point. I think this is compounded by the contrast of the grey lines on the computer and the really dark, totally black lines of the window.

In essence, the window looks like it's jumping out at you.

I really like the drawing, and aside from my anal nitpicks, I think it's perfect.
#238
Critics' Lounge / Update: Robot Redraw
Fri 16/01/2004 16:02:10
See last post.
#239
I had a minute so I thought I'd do a quick edit.



All I did was slim down the facial hair, change the color of the glasses, re-do the shoulder to our left a tad, nip a few pixels on the outside edge of the head, and change the amount of forehead that is visible.

The head seemed kind of flat and it stuck out because the rest of the drawing had so much shadow and depth. Overall, I would increase the contrast of the colors and lose some of the intermediary, transitioning colors.

I like the piece a lot.
#240
Thanks for the kind words.

Cerulean, I agree that the dithering seems to add the right amount of texture to the fabric areas. I'm just about finished with some of his animation loops and I'll post two different versions on Monday.

Hopefully, the free time fairy will come along and bless me with a not-so-hectic weekend.
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