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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Concept art
Really smooth, Lizard.
Also, I want those upscale clones naow!
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Sun Dec 19, 2010 2:05 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Concept art
I wouldn't be surprised at all if someone took prom's mock up, broke it down, and glued it together with .ini just to get it a tad sooner than Data's pace could allow. That is basically what I did with my actor that I proportioned based on the new coalition light; it's not that hard... I might as well just show you guys, now. No one steal my gore, please.I think the proportions are a tad more top-heavy than the Light Coa, though... And that forehead shading is abysmal, and something about my outlining is wrong...Edit: Sorry, not the place for sprite critiques. And it seems strikeout does not work with small text. :P Geti: "Lizard isn't a CC developer" Funny you should say...
Last edited by Azukki on Tue Dec 21, 2010 11:10 am, edited 2 times in total.
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Sun Dec 19, 2010 2:51 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: Concept art
The coalition heavy really scratches me in a good spot. The current heavy is just a light with bits of armor stuck on it's torso and slightly different legs, while this new upsccaled one looks a lot more empowering.
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Sun Dec 19, 2010 3:16 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Concept art
Yeah, I'm not crazy about the whole negative neck thing, though. If it's sunk in because his suit wraps up like an explosive ordinance disposal suit, that's cool, but it doesn't seems very befitting of a general soldier... but then again, variance is good.
I definitely do like the shoulder armor, though.
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Sun Dec 19, 2010 3:23 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Concept art
@Azukki: yeah yeah, I've heard. I'd be jaded if this were a year ago I think your echelon soldier's head is too big. You could easily offset that with a more splayed stance though to make it seem like a dynamic chibi effort, simply spreading the legs out a little and making it stand a few pixels shorter would do it. It'll likely seem more evenly weighted when holding an M16 or similar as well. The newest light is my favourite so far though it's just feels very lively at 2x when placed onto a map, + kawaii desu ne.I think I'll pixel something at this scale together tonight. I haven't done anything CC related in far too long. I'll probably revamp AHS for it. ...Arne we need more art in here, would it be possible to get CC HIB artwork added?
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Mon Dec 20, 2010 12:54 am |
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Jomn
Joined: Sun Jun 13, 2010 12:40 am Posts: 327 Location: US of A
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Re: Concept art
Bumped. @Azukki I think it looks more top-heavy because the head is bigger than the light coa.
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Mon Dec 20, 2010 6:43 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Concept art
You know that the heavy soldier is a male clone [Thus larger head, bulkier build] , and the light soldier is female [Smaller head, lighter build]. Given the consistency of the armoring, they look balanced out.
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Mon Dec 20, 2010 6:49 pm |
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Promster
Joined: Sun Aug 01, 2004 12:04 am Posts: 123 Location: .se
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Re: Concept art
I didn't have time to shoot a video, until now. It's currently uploading (two parter, almost 1 gig). I need to annotate it too, so it will be a few hours. I painted these rocks. Not very interesting, but I wanted to show of technique, and I had to pick something really simple to fit it into a 11 minute video (still didn't make it). I'll consider using the "upscale" scale if you people think it's better. The smaller scale that I used fits with the 5cm/px idea, but it's not really important. It also comes down to how big the bunker segments are. The smaller scale has the advantage of more stuff being able to traverse bunker spaces, such as mechs and not just humans. And yeah, the old heavy was kind of meaningless. Just a normal soldier with some extra stuff. This is why I prefer the new scale - it allows a greater range of designs, and large mechs won't have to be huge screen filling monsters (in order to look big in relation to the light soldiers). Much of my HIB art isn't public yet. I'll make sure to post it here when I can.
Last edited by Promster on Mon Dec 20, 2010 8:23 pm, edited 2 times in total.
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Mon Dec 20, 2010 8:19 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Concept art
To be honest I perfer the unscaled ones, but that's just my opinion . Nice rocks btw.
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Mon Dec 20, 2010 8:20 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Concept art
I think you should go ahead with the new scale. It's a lot harder to imitate, but I like the idea of having a wider range of sizes for doods.
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Mon Dec 20, 2010 8:35 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Concept art
Lizard wrote: To be honest I perfer the unscaled ones, but that's just my opinion . Nice rocks btw. Yeah, I prefer the base units being able to get in and out of those bunker modules with ease.[That and the upscale are a bit excessive, including the guns they are holding, so excessively large] Have fun doing whatever else. Clarification, the new 'upscale' or the new 'scale'.
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Mon Dec 20, 2010 9:20 pm |
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Jomn
Joined: Sun Jun 13, 2010 12:40 am Posts: 327 Location: US of A
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Re: Concept art
@ Foa Yeah, I know that the heavy is male and light is female. Its just that the head is the same size as the heavy, while the body is just as small as the light.
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Tue Dec 21, 2010 1:08 am |
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Promster
Joined: Sun Aug 01, 2004 12:04 am Posts: 123 Location: .se
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Re: Concept art
I think the head on the male/heavy is a pixel or so larger. I might remember wrong. And finally, the videos: 1, 2. The two new videos should show up soon, if you can't see them. Took forever to annotate and audioswap. Next time I'm just gonna speak my Swenglish. Audioswap is sometimes not working and there's just static.
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Tue Dec 21, 2010 5:56 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Concept art
At first I thought I'd fall asleep before learning anything, due to the music, but that wasn't the case at all. I had been spriting at 10x only, on a pink [transparent] background, using a specific palette-allowed color at any time at 100% opacity. Although I suppose being worried about the palette does make more sense when you're not using browns, which seem to dominate the palette, alongside green. Speaking of the palette, do you know if there are any current plans to alter/expand it? That might be handy if you ever want to include any pinks or purples in the entire game. If you subtracted heavily from current colors, that could cause some difficulties, though.
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Tue Dec 21, 2010 8:52 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Concept art
That was an enjoyable watch even at 240p. I'm surprised you drew them at scale, but it was nice to be able to track your movements around the image. I'd enjoy videos with your swenglish anyway
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Tue Dec 21, 2010 11:12 am |
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