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Liquid Metal Slime
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 PostTue Apr 08, 2014 9:04 pm
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Meowskivich wrote:
I would advise a different positioning. It looks like he's staring into the fourth wall rather than the party.
edit: He also looks more in the foreground than actually in the battle screen.


I agree with the eye positioning, though I'm not sure it merits a completely different body position. I did a little adjustment and I believe things are already looking better.

fg4

As for the perspective of him being in the foreground, there isn't much I can do about that. This is an incredibly big enemy, and I don't beleive there's a way around that without splitting it into two separate fights, which I'm not willing to do. Only other option I see is making him smaller, and I'd prefer to not do that either.

I appreciate the feedback!
Cornbread Chemist
Metal King Slime
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 PostWed Apr 09, 2014 9:01 am
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Actually I think you can make him appear to be less in the foreground without shrinking or moving him. Just change the position of the pit he's standing in so that it's level with the heroes rather than way in front of them. Hatchet job:



Strange that you're posting huge screenshots and then scaling them down again.
Liquid Metal Slime
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 PostWed Apr 09, 2014 12:03 pm
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I don't know why I didn't think about that earlier, but great idea! Thanks sir!
Cornbread Chemist
Liquid Metal King Slime
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 PostWed Apr 09, 2014 2:35 pm
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Looking good!

I have a shading suggestion. The metal plates could use some bright pixels along their top edges to give them more of a metalic shine, and the flesh could use some darkened (maybe even reddened?) areas just below the metal plates. This could suggest both shadows cast by the edges of the plates, and scar tissue around the places where metal joins flesh

EDIT: actually, that is assuming that the metal overlaps the flesh. If the flesh overlaps the metal, then perhaps the top edges of the metal should be in shadow, and the flesh closest to the metal all the way around should be a little brighter, making it look a little puffy where the metal passes underneath it
Liquid Metal Slime
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 PostWed Apr 09, 2014 7:41 pm
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Bob the Hamster wrote:
Looking good!

I have a shading suggestion. The metal plates could use some bright pixels along their top edges to give them more of a metalic shine, and the flesh could use some darkened (maybe even reddened?) areas just below the metal plates. This could suggest both shadows cast by the edges of the plates, and scar tissue around the places where metal joins flesh

EDIT: actually, that is assuming that the metal overlaps the flesh. If the flesh overlaps the metal, then perhaps the top edges of the metal should be in shadow, and the flesh closest to the metal all the way around should be a little brighter, making it look a little puffy where the metal passes underneath it


Thanks for the suggestions. I'm still working on the pit but I believe that I'm pretty much done with the Flesh Gigas now.

fg6
Cornbread Chemist
Metal King Slime
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 PostThu Apr 10, 2014 8:55 am
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I actually didn't even realise that those grey patches were meant to be metal (I really wasn't paying atttention). One thing to note is that reflective metal looks different to most other textures because it reacts to lighting differently -- in 3D rendering terms, the lighting is composed of a different mix of ambient, diffuse and specular highlights. In the original you shaded the metal in an identical way to the flesh, so it looked like diifferent coloured patches of quilt. The new version definitely looks a bit better.
Blubber Bloat
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 PostThu Apr 10, 2014 1:01 pm
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you know, I think I thought of another way to improve the depth perception on that flesh gigas. Perhaps fade out the bottom part of the gigas so that it looks like it's emerging from the pit and not standing off to the side in the pit. if you want to play with it. up to you, purely.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal Slime
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 PostThu Apr 10, 2014 1:42 pm
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Quote:

I actually didn't even realise that those grey patches were meant to be metal (I really wasn't paying atttention).


This is bad news, but I'm sure you are not the only one that was thinking that.

While I feel like I've improved a lot since the old days, I still struggle sometimes with the proper textures of certain materials. I have to draw another version of this guy that will fit on a standard map.

What I'm going to do is draw his map graphic and shade the metal different so that I can compare the two styles. If I like the new one better, I'll go back and re-work the metal shading on the enemy sprite itself. Doing it this way saves me the headache of spending hours reshading the big sprite just to realize that the new style isn't much better than the old one.

Quote:
you know, I think I thought of another way to improve the depth perception on that flesh gigas. Perhaps fade out the bottom part of the gigas so that it looks like it's emerging from the pit and not standing off to the side in the pit. if you want to play with it. up to you, purely.


I've seriously considered that and still may do it before all is said and done.

Thanks for the suggestions!
Cornbread Chemist
Liquid Metal Slime
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 PostThu Apr 10, 2014 10:12 pm
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So now that I've worked some on the map version of this guy, I think I do want to go back and edit the metal shading on the enemy graphic a bit more. I think the way I did it here looks better than what I did before, though maybe I'm wrong.


fg6

fg6
Cornbread Chemist
Blubber Bloat
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 PostThu Apr 10, 2014 11:37 pm
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He shrank, apparently. Or all that excess metal was just reallllly thick.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal Slime
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 PostFri Apr 11, 2014 12:07 am
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Meowskivich wrote:
He shrank, apparently. Or all that excess metal was just reallllly thick.


Not really sure that I follow you there.

About the only thing that changed size-wise between the old and new are the arms. The old graphic is actually a completely different being than the new, also notice that he doesn't have sickle-like attachments in the new one. Instead, he has drills at the ends of his arms.

Because of the change, it didn't make much sense to keep his arms spread wide open like in the old one. If anything, I think the new one is more proportionally balanced than the old. However, I think his neeps may need a bit of adjustment as they look too high at second glance.
Cornbread Chemist
Blubber Bloat
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 PostFri Apr 11, 2014 12:31 am
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I'm just commenting on how the new one looks a wee bit smaller than old.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal King Slime
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 PostFri Apr 11, 2014 4:22 am
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That looks cool! I like it
Liquid Metal Slime
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 PostFri Apr 11, 2014 12:45 pm
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Meowskivich wrote:
I'm just commenting on how the new one looks a wee bit smaller than old.


My apologies, sir.

Thanks James!

Here's a quick look at a WIP new title screen. While I liked the animated title screen that I used before, it just didn't seem "dark" enough to fit the overall feel of the game. I think this gets the tone across better than before.

For the sake of comparison, here's one shot of the old, animated title:

titleafter

And here's the new one:

title

Huge thanks to my sister in law for doing the character design on this one.
Cornbread Chemist
Liquid Metal Slime
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 PostMon Apr 21, 2014 3:41 pm
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The Flesh Gigas (formerly Cadaverous Colossus in The Omega) was by far the most rushed area in The Omega. I've been working feverishly on its update for the past week or so.

Here's a look back at its original form and the latest rendition in Ruin.

The Omega0000 Ruin0000
The Omega0001 Ruin0001
The Omega0002 Ruin0005
The Omega0003 Ruin0006
Cornbread Chemist
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