Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 342 343 [344] 345 346 ... 482

Author Topic: Spriters judgement thread [non-sprite art allowed]  (Read 2210968 times)

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5145 on: March 30, 2015, 02:30:35 PM »

Cruiser of the Spider God?  I am resisting the urge to put big glowing eyes where those turrets are ;)

Anyhow, I like the subtle greebling on that and the lighting is good; the sharp corners on the front section's bottom, though, feel like they might work better if rounded like the front.  Really cool details overall and I am looking forward to seeing it with some lights and such :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5146 on: March 30, 2015, 03:05:05 PM »

Ah i remember that thing, it's the weirdo ship in your files!

Like Xeno, i'm not convinced with the sharp corners at the front or on the inner engines. I really like the chaotic abundance of random tubes though.
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5147 on: March 30, 2015, 04:14:02 PM »

I'm not sure what I'm looking at Kazi.
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5148 on: March 30, 2015, 11:20:04 PM »

WIP

Logged
Please check out my SS projects :)
Xeno's Mod Pack

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5149 on: March 30, 2015, 11:53:36 PM »

I suppose this is technically not a sprite... Thanks to the people in the Java Q's thread for some good advice!

Spoiler
[close]

And before you ask- yes, it works on Android!

Wait, what's this for? :D

It's a videogame I've been coding from scratch. Aways to go, but I am making progress. Coded in the pathfinding algorithms, interpolated movement, and ability to have multiple unit types this weekend.
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5150 on: March 31, 2015, 12:17:16 AM »

@Kazi:  Cool, looks like a tac game- something vaguely like Aerotech, maybe?

Off to bed.  I think it's going to work out, though :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5151 on: March 31, 2015, 12:26:37 AM »

I went a little overboard with the new Hexon build.

« Last Edit: March 31, 2015, 12:28:17 AM by Protonus »
Logged

The cookies are a weird one, okay.

CrazyDave

  • Commander
  • ***
  • Posts: 144
  • Never left, stopped posting
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5152 on: March 31, 2015, 04:27:08 AM »

I went a little overboard with the new Hexon build.
Where do i even begin to comment on that. holy mother duck. A bit of death for you, some for you, and an extra large helping for you. Anyone else?


Also, new update on the Alfa. watiya'llthink?

                    OLDER >> OLD >> NEW

> >
Logged
Naysmyth Armouries, for all your blasting needs.

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5153 on: March 31, 2015, 10:12:40 AM »

@CrazyDave:  That's definitely getting there :) 

Here, I've raised the relative levels by using Curves on all of the non-light pixels, I beveled the pixels where you want a glint of light to bring out the forms and I fixed a few other little things.

Amongst other stuff to look at, the mix of blue in the gun slots wasn't working very well; it just translates into black at a distance and it wasn't contributing form.  That's one of those things that may look great at 400% but doesn't work at final rez.

OLDER >> OLD >> NEW >> EDIT

> >>
Logged
Please check out my SS projects :)
Xeno's Mod Pack

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5154 on: March 31, 2015, 12:20:07 PM »

OK, I'm calling this one done for now.  This was a very interesting learning experience :)



« Last Edit: March 31, 2015, 12:33:15 PM by xenoargh »
Logged
Please check out my SS projects :)
Xeno's Mod Pack

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5155 on: March 31, 2015, 01:40:24 PM »

CrazyDave: I agree with Xeno, you should try and work on being more aggressive with highlights. Try lassoing a small section to highlight (e.g. a linear edge to an armour plate or soemthing) and airbrushing with an off white.

Xeno: That is super-super-cool. It's a bit flat, and over the top, but as a stand-alone style I really, really like it. The mirrored large version is faintly ridiculous, but you probably already know that :)

A Magpie needs a beak:

Logged


"I'm doing it, I'm making them purple! No one can stop me!"

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5156 on: March 31, 2015, 02:09:09 PM »

@Mendonca:  Yeah, the flatness was not really intended; it was a problem on the 3D end that I just decided to work around. 

Basically, what happened is that I designed it from a sketch, in pieces, then ran into various issues getting it to do what I wanted, in terms of the final shape.  It ended up being pretty flat, but with a gradual taper towards the front, but after I worked with the heightmap it ended up being too subtle and it doesn't work well here. 

I would have been lots happier if I'd been a little more patient about developing the main form before slicing it up, as well as doing some other things to get it into closer alignment with the concept stuff.  Oh well, lessons learned and it's a fun design, even if it's not quite what I thought it would be :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

CrazyDave

  • Commander
  • ***
  • Posts: 144
  • Never left, stopped posting
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5157 on: March 31, 2015, 11:28:16 PM »

@CrazyDave:  That's definitely getting there :) 

Here, I've raised the relative levels by using Curves on all of the non-light pixels, I beveled the pixels where you want a glint of light to bring out the forms and I fixed a few other little things.

Amongst other stuff to look at, the mix of blue in the gun slots wasn't working very well; it just translates into black at a distance and it wasn't contributing form.  That's one of those things that may look great at 400% but doesn't work at final rez.



Waah?? How? What? you changed the levels using Curves? What does that even mean? You make this all seem so easy... :/
Logged
Naysmyth Armouries, for all your blasting needs.

EI

  • Commander
  • ***
  • Posts: 100
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5158 on: April 01, 2015, 01:07:25 AM »

« Last Edit: April 01, 2015, 01:09:20 AM by EI »
Logged
You know what happens when I raise the "alarm"~ <3

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #5159 on: April 01, 2015, 04:34:34 AM »

@Xenoargh
I think you went a bit too far on the saturation with CrazyDave's ship. While it would be consistent with your sprites, Vanilla has much more washed out colors, like the original sprite you worked from. Even Mendoca's ships that are generally more colorful aren't very saturated, and they fit better in my opinion.
Logged
 
Pages: 1 ... 342 343 [344] 345 346 ... 482