Search found 113 matches
- 28 Oct 2011, 04:02
- Forum: Graphics Development
- Topic: [DIS] Castle Walls
- Replies: 81
- Views: 48405
Re: [DIS] Castle Walls
You're using white outlines on some of the brick corners facing towards us, and it looks very good. You should extend this treatment to the archway's bricks - it'd really help them. Specifically the ones that stick out from the wall, and form the arch around the doors and gateways. I haven't followe...
- 15 Nov 2010, 17:09
- Forum: Graphics Development
- Topic: [WIP] Desert Cliffs Tileset
- Replies: 35
- Views: 10708
Re: [WIP] Desert Cliffs Tileset
I've been asked to confirm that they're not a ripoff, and no, they do appear to look uniquely drawn.Crush wrote:Those cliffs look very similar to those from the woodland tileset.
- 21 Mar 2010, 11:09
- Forum: Graphics Development
- Topic: [REQ] Monster sprite improvements
- Replies: 63
- Views: 16977
Re: [REQ] Monster sprite improvements
PILLOW SHADING IS EVIL. Go look it up. It's one of two awful beginners mistakes, both of which make the drawn object look like it's shaped like a pillow. Cut-out pillow in the shape of a little pink thing, but still "flat, with a raised center" like a pillow is. They are either: - making ...
- 21 Mar 2010, 11:01
- Forum: TMW Classic
- Topic: My new topic -.-
- Replies: 30
- Views: 6408
Re: My new topic -.-
So, did you really create this monster + items? Just asking cause the quality of your avatar seems far inferior to your other stuff - your older posts imply that you used ripped graphics in the past. And I figure that an artist who is able to create such a fine piece of pixel art like this tauren s...
- 18 Feb 2010, 09:53
- Forum: Graphics Development
- Topic: particle effect ??
- Replies: 33
- Views: 6242
Re: particle effect ??
Use the free, mac-only text editor "TextWrangler" instead: http://www.barebones.com/products/textwrangler/ Replace your copy of that text file with an official copy before you mess around with it, though, because as others mentioned, you probably goofed up the encoding. This program won't ...
- 02 Aug 2009, 10:37
- Forum: TMW Classic
- Topic: Stuff from Aethyra up for review
- Replies: 13
- Views: 4309
Re: [Monster] Blurbie the new montser!!! :P
There's a standard way to shade spheres; they have one specular highlight, and everything gets darker further away from that. (this assumes any light coming from the viewer's side of the picture, which is basically always true for videogames). This is an example of how to do it right; the Nu is basi...
- 26 Jul 2009, 11:59
- Forum: Graphics Development
- Topic: [WIP] Luminescent Mushroom
- Replies: 8
- Views: 2099
Re: [WIP] Luminescent Mushroom
Then learn. Drawing is a very rewarding hobby (and/or professional job).Enchilado! wrote:No? That's fine. I would make a new monster, but, as said, I can't pixel.
Talent-as-a-requirement is a myth, anyone intelligent can become a master artist.
- 26 Jul 2009, 11:56
- Forum: Graphics Development
- Topic: New weapon :)
- Replies: 7
- Views: 1958
Re: New weapon :)
Don't post pixel art as JPEGs.
Never, ever. Jpeg is a lossy compression algorithm, and muddles up the individual pixels.
Never, ever. Jpeg is a lossy compression algorithm, and muddles up the individual pixels.
- 13 Apr 2009, 04:04
- Forum: TMW Classic
- Topic: From Rip to Redraw
- Replies: 45
- Views: 8597
Re: From Rip to Redraw
Honestly, although you obviously don't want to use it for final, released work, rip + replace is one of the best ways to start learning from a dead start. Sprite art, and the related job in drawing buildings, of "picking architectural decorations" to design buildings with, is really hard, ...
- 24 Jan 2009, 10:03
- Forum: Graphics Development
- Topic: Male Swing a Weapon / Throwing
- Replies: 35
- Views: 5807
Re: Male Swing a Weapon / Throwing
:| What. the hell. Guys - the first animation in this thread is by far, the best, and it's not terribly good because it's way too short and the body is too stiff. This wacky, gimped-out lunge that you guys have been pushing back and forth sucks. It's just bizarre motion. Scrap it.* Don't try and dra...
- 17 Oct 2008, 20:11
- Forum: Graphics Development
- Topic: [DIS] Monster spiky slime,sprite Animation tutorial
- Replies: 2
- Views: 1922
Re: [DISMonster spiky slime, fat ghost, and more.... (Dont look)
:D Very good ideas from Len. Another way you can sketch, is the more painterly approach of drawing large regions of "roughly the right color in roughly the right shape". It comes off like a loosely formed lump of clay, and you then "sculpt" it into shape. What I usually do with t...
- 26 Sep 2008, 07:07
- Forum: Graphics Development
- Topic: [FND] Desert Hat
- Replies: 19
- Views: 4767
Re: [WIP] Desert Hat
Edjumacation: http://en.wikipedia.org/wiki/Keffiyeh
- 26 Sep 2008, 06:56
- Forum: TMW Classic
- Topic: [END] Resource Plants
- Replies: 2
- Views: 1066
Re: [WIP] Resource Plants
:? Failure of shading. Let's get this right, shall we? In art classes, they make you practice drawing basic geometric shapes over and over again. Why? Because all other shapes that are sorta similar, are pretty much shaded the same way! If you know how to shade any "ball/sphere" shape, you...
- 19 Sep 2008, 00:25
- Forum: TMW Classic
- Topic: is this good?
- Replies: 11
- Views: 2424
Re: is this good?
Nope.jojje101 wrote: i wonder if this stuffs are good.
- 05 Sep 2008, 05:28
- Forum: Graphics Development
- Topic: [WIP] kr0n05's Item Sprite Topic
- Replies: 14
- Views: 4638
Re: [WIP] kr0n05's Item Sprite Topic
Item icons should also not be "cut off" by the boundaries of the 32x32 canvas. Although it looks good in the inventory it looks very strange when the item is laying on the ground. This is how I would make a pile of powder like ash: http://img262.imageshack.us/img262/5770/genericpowderis9....