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Author Topic: Spriters judgement thread [non-sprite art allowed]  (Read 2453551 times)

Orikson

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6465 on: November 01, 2016, 08:42:13 PM »

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Wasn't really aiming for the Ahriman's or Helmut's Asteroid ships - those are ships that are converted asteroids. This ship has gotten an asteroid, mined/sheered it down to be armour like, then bolted onto the ship.

The brown is too strong, I agree. I will be using it for paint details, however.

...I might use containers like that. Right now trying to do something stupidly low-tech (like modern day containers) seems a bit wrong (and namely I don't think I'll sprite them in).

Ok. I can imagine what it would look like when finished.

Here's just me having fun. :^)


Cockroach-class Freighter.

As any other faction had done, the <insert name of faction here> were not to be the last to take a spin on the Buffalo-class Freighter, the ever popular subject of experiments and modifications.

The Cockroach-class is a simplistic yet complex low tech design, created in the cycles following the collapse of the Domain of Man. Built upon the central remains of the Buffalo, the engineers of <faction name> added on more structural support and installed unique asteroid plating, at the cost of maneuverability and speed.

The unique asteroid plating are created from asteroids with a unique composition found only in an asteroid belt of the <faction name> home system. Their composition allows any sensor signals to past through them partially, reducing the Cockroach's sensor profile.

Additionally, hardy suspensions that the asteroid plating's are bolted on offer the ability to reduce knockback effects that hit them thanks to the sturdy suspension holding them up.

Despite its slowness, this freighter has decent ballistic armament points, cargo and fuel capacity. Its 'one door holds all', allows cargo to be cramped into one space effectively and a quick tipping offload style, though some have complained that most good delivered in it are damaged.

Engineers response: "Hey, it's a mining ship after all."

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Probably should have built from the ground up, but I was going off an earlier sketch I had done. I was also aiming to do a ship that had not been kit bashed, apart from specific details (hardpoints, the door, the engines when I get to them). Otherwise I would have gone off my converted 'explodable' condor:

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Yeah, the white background is because I'm working on it in brief minutes I'm free at work, on paint, instead of doing it professional like. I can fix up the white later at home.

Next one:

Condor(E)-class Combat Carrier. (E = Explosive).

Another low tech modification of the Condor-class, this hull was created by the <factions engineers> for fielding more Mining Pods wings while having a twist added in.

Meant for use in inter system mining and support, the Condor(E) sacrifices much of its cargo and fuel capacity for the extra flight deck over its predecessor and more smaller weapon slots.

It also lacks capacity to be installed with heavy Fighter Wing chips (reference to the new update) without sacrificing fielding decent weapons in its slots.

When kit out properly, it can be a deadly asset on the battlefield.

And if overwhelmed... the captain can choose to ram it into an enemy ship with its Burn Drive for a massive explosion!

This is thanks to the Compressed Fuel Flux Core it has. This core compresses Fuel to a critical point to generate energy, reducing dependency on big sized fuel tanks for the ship and altogether increasing the efficiency of Fuel usage.
 
However, if its structure is compromised, it will explode with the force of... well, a large fuel tanker in a combustible atmospheric conditions.

Naturally, this would deter buyers of the model, but the simple addition of escape pods more than make up for the reduction in crew losses.

Just be warned that the pods lack any form of propulsion control and has a life support capacity of 1 hour. Good luck hunting every pod down!
« Last Edit: November 01, 2016, 10:46:51 PM by Orikson »
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DestinyPlayer

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6466 on: November 02, 2016, 02:37:12 AM »

A few sci-fi species logo designs.
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DrakonST

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6467 on: November 02, 2016, 05:14:10 PM »

I was disappointed in these ships. Couldn't think color scheme of this.
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Takion Kasukedo

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6468 on: November 05, 2016, 03:05:57 PM »

I was disappointed in these ships. Couldn't think color scheme of this.
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I dunno, probably an amber/auburn color scheme or a light copper/steel color, that's all I can think about.
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kazi

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6469 on: November 06, 2016, 04:06:19 PM »

@DrakonST - I think you should colorize the silver hull plating to a nice emerald green and leave the greebling silver.

Redid an earlier portrait from way back in this thread. Can't use a black background, or else her eyelashes disappear. Will need to do something about that haha.

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King Alfonzo

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6470 on: November 07, 2016, 09:30:59 PM »

A few sci-fi species logo designs.
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The bottom three are pretty good, but the top two seem a little bit celtic for Sci Fi.

I was disappointed in these ships. Couldn't think color scheme of this.
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They look nice but I can see what you mean. They seem a bit too concentrated; like all the mounts are in one spot, and all the empty hull is in another one. Also, they're a bit too 'bright' maybe? Maybe a bit less contrast or slightly darker? The bottom right one would look pretty cool as a civilian cruise ship if you removed the weapon mounts.


Redid an earlier portrait from way back in this thread. Can't use a black background, or else her eyelashes disappear. Will need to do something about that haha.



Maybe a bit of light outlining around the face, like she's backlit? Besides, I don't think it's vital to see the eyelashes. The neck seems a little bit short, or it needs more shading to make it seem like she's leaning forward. Also visually the entire picture seems to slide to the right, making it seem imbalanced - It's more pronounced with your forum avatar. Maybe if you shifted her face a bit more to the left it wouldn't look as 'tilted'. Otherwise it's a pretty good portrait.

Anyway, the cockroach. Got a little bit of an improvement, maybe:

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Replaced the old cargo containers, fixed the armour plating a bit and added more greebling. Although I'm not sure about the railing over the cargo containers. Still need to thicken the 'backbone'. Thoughts?

David

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6471 on: November 08, 2016, 03:20:55 PM »

Redid an earlier portrait from way back in this thread. Can't use a black background, or else her eyelashes disappear. Will need to do something about that haha.

This is why I throw in all the random highly-saturated backlighting- gives a bright colour outline effect for dark shapes, hair, and all that. Also totally cyberpunk.
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DestinyPlayer

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6472 on: November 09, 2016, 10:16:51 AM »

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Vectorized the logos, and also made the first one look nicer. I think I succeeded?
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kazi

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6473 on: November 09, 2016, 03:32:01 PM »

Redid an earlier portrait from way back in this thread. Can't use a black background, or else her eyelashes disappear. Will need to do something about that haha.

This is why I throw in all the random highly-saturated backlighting- gives a bright colour outline effect for dark shapes, hair, and all that. Also totally cyberpunk.

Not a bad suggestion. That was originally what I had been planning on doing, then I chickened out and went for plain white light haha... In this particular case though, the main use here is for a project of mine that needs 256x256 portraits, and a black background is not necessarily a requirement (some of you probably noticed the colors are a little bit off from the palette I usually use).
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King Alfonzo

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6474 on: November 09, 2016, 10:25:21 PM »

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Vectorized the logos, and also made the first one look nicer. I think I succeeded?

They look much nicer, but I still don't like the second from the left - something irks me about it.

For my cockroach ship: changed the armour to asteroid. Not sure about the contrast on the rear. Also removed the railing over the cargo containers, because it was infuriating me.



Thoughts?

DestinyPlayer

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6475 on: November 10, 2016, 04:09:41 AM »

They look much nicer, but I still don't like the second from the left - something irks me about it.
The main thought behind that one is that the race behind that logo is a decadent, slaving and narcissistic race of amphibian manta rays with a hard on for complexity, to the point that all of their equipment is WAAAAAY overengineered. I guess the logo represents that.
For my cockroach ship: changed the armour to asteroid. Not sure about the contrast on the rear. Also removed the railing over the cargo containers, because it was infuriating me.


Thoughts?
Looks really nice, but the top right corner is a bit weird, specifically the two small asteroid-bits. They look like they have a black outline, not just a shadow.
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King Alfonzo

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6476 on: November 10, 2016, 09:16:24 PM »

The main thought behind that one is that the race behind that logo is a decadent, slaving and narcissistic race of amphibian manta rays with a hard on for complexity, to the point that all of their equipment is WAAAAAY overengineered. I guess the logo represents that.

In that regards...I think the detailed bits are a bit too rounded for my liking, but it does fit.

Looks really nice, but the top right corner is a bit weird, specifically the two small asteroid-bits. They look like they have a black outline, not just a shadow.

Fair Cop.



Had a go at fixing the top right, and also did the engines. Now I just need to fix the colour on the cargo containers and the yellow bit in the middle (soon to be fuel pale red), add a bit more 'asteroid armour' to the right hand side and do a few little touch-ups, and it should look like a dodgy D-class ship.

Thoughts?

Kaucukovnik

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6477 on: November 18, 2016, 05:45:41 AM »

Ensign reporting for duty!

First of all, I'm amazed by the modding community a low-profile in-development game can have.
Time to try to contribute as well...

I really want to see alien lifeforms in Starsector. I have discussed my spriting attempts with Tartiflette, who helped me get closer to the game's art style. This is the first improved piece:



I'm not sure how to animate the fleshy bits at realistic speed without being too hard to notice. As Tartiflette noted, a vein 1m+ in diameter shouldn't be making very fast movements. This is my earlier animation test on the old sprite:
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AbeOfArabia

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6478 on: November 18, 2016, 02:29:02 PM »

I tried my hand at portraits for disposable nameless AI baddies.
Its good practice and am thus inclined to churn out a production line of such disposable automated simulacrum left over from when tech was more abundant!

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Takion Kasukedo

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #6479 on: November 18, 2016, 04:34:19 PM »

Ensign reporting for duty!

First of all, I'm amazed by the modding community a low-profile in-development game can have.
Time to try to contribute as well...

I really want to see alien lifeforms in Starsector. I have discussed my spriting attempts with Tartiflette, who helped me get closer to the game's art style. This is the first improved piece:



I'm not sure how to animate the fleshy bits at realistic speed without being too hard to notice. As Tartiflette noted, a vein 1m+ in diameter shouldn't be making very fast movements. This is my earlier animation test on the old sprite:
Spoiler
[close]

Hmm, try a pulsing animation, I guess, like the veins pulsing from one end to the other (although it might take a bit of work on the lot of them, probably down the line.)

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