#241
Posted 06 March 2016 - 09:48 PM
#242
Posted 08 April 2016 - 08:55 AM
Nope, there aren't...
#243
Posted 21 June 2016 - 05:24 PM
I did not have a very productive day at work today... well I guess that depends on what standard you're using. I did teach myself the ways of the pixel mech artist and made this Marauder
I'd love some feedback from the master, and feel free to palette shift the colors and add to the collection.
Edited by Luscious Dan, 21 June 2016 - 07:48 PM.
#244
Posted 21 June 2016 - 06:59 PM
Alistair Winter, on 10 December 2013 - 01:39 AM, said:
Man sorry but something is wrong there, locust isnt half jenner's size and catapult isnt 2/3 grasshopper size or smaller than dragon !!!
Yea yea.
You can fix it ? xD
Edited by Idealsuspect, 21 June 2016 - 07:02 PM.
#245
Posted 21 June 2016 - 07:02 PM
Anyway now that I'm home on my own computer I see issues with my Marauder I want to fix ... I can see this being a never ending process haha
#246
Posted 22 June 2016 - 06:51 PM
Luscious Dan, on 21 June 2016 - 05:24 PM, said:
I did not have a very productive day at work today... well I guess that depends on what standard you're using. I did teach myself the ways of the pixel mech artist and made this Marauder
I'd love some feedback from the master, and feel free to palette shift the colors and add to the collection.
Loved it! You could continue the master's work, you know...
#247
Posted 22 June 2016 - 07:20 PM
Edit: Im so not serious
#248
Posted 23 June 2016 - 12:54 AM
#249
Posted 23 June 2016 - 06:18 AM
#250
Posted 23 June 2016 - 09:52 AM
As I mentioned on Twitter, I will consider doing up the next few "classic" mechs as time permits. I'm potentially buying a house next month so my free time could evaporate in a heartbeat... But I definitely have the intention of doing more of them eventually, starting with the Warhammer and Rifleman. Maybe throw in the Mauler as well. Doing all of the missing mechs (Resistance 2 onwards I think?) isn't something I can commit to taking on at the moment
Edited by Luscious Dan, 23 June 2016 - 09:53 AM.
#251
Posted 23 June 2016 - 12:42 PM
#253
Posted 24 June 2016 - 07:01 AM
I did one door open and one closed on the Archer, and I think I'll revise that so the main file has both doors closed, but there would be a second image with the open pods on the side that you can cut and paste over to make them open if you want. I have zero experience with animated gifs so I won't be able to make one where he's flipping the missile door switch back and forth
#254
Posted 24 June 2016 - 09:15 AM
The previous designs have been updated slightly in these group shouts as well. Just a little bit of cleanup all around. Hope you like em
#255
Posted 24 June 2016 - 01:30 PM
So stay tuned, and this thread will have more pixel art shortly.
Luscious Dan, on 21 June 2016 - 05:24 PM, said:
I did not have a very productive day at work today... well I guess that depends on what standard you're using. I did teach myself the ways of the pixel mech artist and made this Marauder
I'd love some feedback from the master, and feel free to palette shift the colors and add to the collection.
Looks very good. I'd be happy to provide some feedback. Pixel art is a rather complicated medium, actually. Most people won't be able identify the things that separate good pixel art from bad pixel art, although when you see truly awesome pixel art, you just know that it looks better. But you can't really explain the many things that separate a beginner from a skilled pixel artist, a lot of the time. Not until you start to study it and you learn more about pixel clusters, "jaggies" and a bunch of other stuff.
This is a good place to start though:
http://www.pixeljoint.com/
http://wayofthepixel.net/
I will give you one pointer. This is actually not about pixel art, it's just about painting or drawing in general.
Oh, and also notice that the light source is top left on all my mechs. That's why the left leg and left arm (the right side of the picture) is usually darker. The torso casts a shadow on the left leg and left arm, usually. So you just have to sort of look at the shape and imagine where the shadow from each component would fall.
Edited by Alistair Winter, 24 June 2016 - 01:34 PM.
#256
Posted 24 June 2016 - 01:47 PM
You raise some excellent points about the perspective, it's something I was aware of and tried in a few areas, and the Archer is definitely the worst offender since it has angled areas (shoulders) that would benefit from the depth effect. I actually just slimmed down the entire Archer silhouette a little over my coffee break, he just came out a little chubby. The proper perspective on the shoulders should help him along.
I've done another round of tweaks and will probably continue fussing with the mechs more over time. I rarely consider anything truly finished, let alone perfect Hopefully the subsequent revisions have a bit more depth instead of just focusing on lines and edges mostly.
Thanks for the pointers, looking forward to more of your work in the next while.
Edited by Luscious Dan, 24 June 2016 - 01:49 PM.
#257
Posted 24 June 2016 - 05:28 PM
#258
Posted 30 June 2016 - 08:23 PM
Edited by Odanan, 09 July 2016 - 04:46 AM.
improved version
#259
Posted 16 July 2016 - 04:04 PM
My own versions are underway. Just finished the boring job of tracing the outlines.
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