The Resource WIP Thread 3

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Started by Celianna 1568 posts Page 78 of 79 View original ↗
  1. BrickleYourFrickle said:
    dgbig.png
    I think it looks sick. YOu might be able to afford starting the curve of the sword slightly sooner. (just may 2 pixels to the left)

    The knee on the left (shield side) could you a bit of the gleam you used on the sword side to accentuate the Kneecap detail of the armor.
  2. Puppet Knight said:
    I think it looks sick. YOu might be able to afford starting the curve of the sword slightly sooner. (just may 2 pixels to the left)

    The knee on the left (shield side) could you a bit of the gleam you used on the sword side to accentuate the Kneecap detail of the armor.
    dgbig 2.png
    So, I kept the sword's curve where it is because I felt that it evoked a much steeper angle, which is what I was originally going for. I tried to add highlights to the knee, but I felt that the gleam on the knee stood out a bit much, since the left side, minus the shield is shaded. I took out some bits on the chest and replaced them with black, as well as touched up some of the gleam on the right leg that were kinda' hap-hazardly placed. Pretty small changes, but oh well.

    I'm still a bit iffy about the shield in general, and think I might need to recolor it entirely, because it's just kind of pillowshaded right now. I might use the bright white-purple to make an inner-border to give off the image of a metal strip/banding. But IDK. I'll give it some thought and try it out.

    Anyway, here's another recent sprite I made for a boss monster. Same restrictions as before.
    dgzbig.png
    And here's the sketch for comparison/vanity:
    20240417_122922.jpg
  3. @BrickleYourFrickle Cool designs, and your battlers are pretty nice too. The armored swordsman's armor could use a bit more shine on its head but the stance itself is cool. I think do think the shield and sword could use a bit more tweaking, at the moment there's a lot of banding (where the different colored pixels all line up like in the sword) that gives it a more stuttered look. Making the sword slightly wider and shifting the shading could help.

    For the shield it depends if you want it shiny or not, if you want it more matte then shift the lightest color more towards the left side so that the shield doesn't look like it's straight-on. If you want shiny, then I'd actually darken the whole shield and use the lightest color to add some bright spots for maximum metal shine.

    I did a quick edit to kinda show what I mean, hopefully it makes sense. :)
    Untitled-1.pngUntitled-1.png
  4. hiddenone said:
    @BrickleYourFrickle Cool designs, and your battlers are pretty nice too. The armored swordsman's armor could use a bit more shine on its head but the stance itself is cool. I think do think the shield and sword could use a bit more tweaking, at the moment there's a lot of banding (where the different colored pixels all line up like in the sword) that gives it a more stuttered look. Making the sword slightly wider and shifting the shading could help.

    For the shield it depends if you want it shiny or not, if you want it more matte then shift the lightest color more towards the left side so that the shield doesn't look like it's straight-on. If you want shiny, then I'd actually darken the whole shield and use the lightest color to add some bright spots for maximum metal shine.

    I did a quick edit to kinda show what I mean, hopefully it makes sense. :)
    View attachment 303047View attachment 303045
    I used the edits you made and tried my hand at changing the shield. Since the lightsource is coming from the right, I made the light on the shield appear as if it was on the right edge of the shield, with probably not-so-great results. Not sure if this looks very good, tbh. I'm struggling with the shield a lot, I think partially because its one big solid surface, and my strength is using black/negative space to imply detail; at least I think so. Anyway, please let me know what you think.
    dgbig 3.png
  5. BrickleYourFrickle said:
    dgbig 3.png
    I'm not seeing the struggle with the shield. You incorporated the change @hiddenone suggested really well and adapted it to the light source you named. I think this is a major improvement over the original (which was already amazing)
  6. @BrickleYourFrickle lookin' good, honey babe! :kaoluv: I wud try another edit wid the shield: just a coupla pixels to show a bit of the hand holding it? Like in yo sketch? You may hafta shift the whole shield around a bit tho, so ignore this if it feels like too much work! :biggrin:
  7. 1719774827750.png

    New portrait templates I'm working on and to go with it I'm testing the new style. This tester is based off RPG Maker XPs:
    002-Fighter02.png
  8. Almost done, just figuring out how to do the armour now.
    1720133579155.png
  9. Doin' one of my favourite things (graphics wise): trees!:kaoluv:

    alice_trees.png

    I copied the design of the trees from the big 8-bit Retro Graphic Materials, and while I'm not 100% happy how they fit together, I think Ima descope and keep 'em as they are :kaoswt:
  10. alice_gristle said:
    Doin' one of my favourite things (graphics wise): trees!:kaoluv:
    Oh I like them, fits well I think.
    I'd usually say to darken the lower and or rear parts of the leaves but with it all being bright I think it looks nice.
  11. @Holder thank you sweetie!:kaoluv: They're trees on the sunny planet of Arcadia, where errythin' is bright and peaceful :biggrin: I do agree wid you tho, and I think I may work on 'em a bit more! Altho, I don't have any extra shades of green to work wid, havin' a super-limited palette and all...
  12. Not sure if posting this here or in the maps thread. But I kind of need an opinion on if the lined characters clash too much with the mostly lineless background?
    (Edit: And don't feel bad about it if it does. I'm open to doing them lineless if it has to come to it. I know the risks.)
    dgdg.png
  13. @sleepy_sealion I know it's been a while since ya posted, but I don't think it's too much of a clash? Also, it does help makin' the chara stand out more! :kaoluv:

    I been makin' some ornament work recently, examples below! :wub I notice I have a tendency of doin' over-complex designs, which don't fit what I'm tryina frame (pinup girls this time), so I'm gonna hafta descope and do something more, uhh, how do you put it... subdued? :kaoswt:

    alice_ornaments.png
  14. Dragon Type 1.png

    Hi everyone,

    I’ve been working on a pixel art piece featuring a dragon (image attached), and I’m struggling a bit with the shading and shadows. I’d love to get some feedback on what might be missing or how I could improve the overall depth and lighting of the image.

    Additionally, I’ve composed a piece of music that’s meant to accompany the artwork and give it the feel of a small-scale battle. You can check out the music here:



    I’d really appreciate any feedback on both the artwork and music to help me improve!

    Thanks in advance!
  15. I think what the music needs most of all is dynamics. The rhythmic and melodic composition is doing a good job, but the expressiveness of each element is being held down by a lack of any highs and lows in the instrument dynamics, therefore the resulting timbral changes are missing. I would inject some vitamins into the velocities and CC controllers.

    As far as the sound balance, I do think the bass drum dominates the string. I barely hear anything beside the bass drum and flutes on iPad speakers and I barely hear the strings in my mixing headphones. I actually wonder if I might be imagining the high/mid strings, but something is providing a secondary rhythmic component that is very low in the mix compared to the bass drum.

    There’s also a droning note re-enforcing the chord tones. It’s both being dominated by the bass drum while also being a bit heavy in the mix. I’m curious what EQ is being used on them? I’m no EQ curve genius, but low drones can add a lot of mud. I EQ them quite a bit so they disturb the other elements less. @Asya_M
  16. ezgif-2cdacd90538f2.gifezgif-411344a59dd4fb.gif ezgif-3c00848f57d459.gifezgif-8138ea5f4fbf83.gif ezgif-79befb98981ad4.gif
    I am working on some character sets, I'm curious to know if these are interesting to anyone other than me.
  17. those are so clean. love the way you made the models look 3d while also being pixelated! it's a really interesting look
  18. @Journey_Sticks Your thread was moved from RPG Maker MZ Resources and merged into the Resource WIP Thread.
  19. Tried making walking and running animations with Spriter. Does the movement look good?

    video of walking and running animations
    giphy.gif

    the spritesheet
    FEMC_Ciara_sprite_edit%(8).png

    The way I did it, I draw each part of the body (arms, legs, head, etc) individually and then arrange and animate them in Spriter. That way, I can also make the sv_battler without having to draw every single frame again.