Thursday, December 12, 2013

Final Projects

 So I decided to do pixel art for two of my favorite things. The Simpsons (before the 14th season) and Calvin and Hobbes. For the Simpsons, I went over the couch gag scene, but the resolution is low for pixel art so many thing proved to be problematic. Fingers were hard to replicate accurately, often times I would have to alter the look so they did not appear pointy or fat. Marge's hands in particular, but the gist of it is successfully portrayed. Maggie's head and eye came out smushed, and her hair is not very convincing, but overall I'd satisfied.
The Calvin and Hobbes scene was challenging because the lines were not particularly linear. The brush stroke is unpredictable, fat in some spots and thin in others. There were subtle colors in what seemed that a solely black and white color scheme. I found blues and red in there, but for the sake of ease and stuck with blue and grey. Some parts I did not cover like very soft shades under the snow mounds, as they looked strange when pixelated. Still, I am satisfied.

Tuesday, December 3, 2013

Upgrade 2

Here's the upgraded Proto logo. I decided to add some vines and leaves at the beginning of the process to fill up some space. I changed the colors of the evolving man and the logo to be a little darker. Although, now that I see it after a day, the whole thing seems a bit dark. I had to look up online for how to do a rock texture, and the process was a bit strange but it worked well. The cave painting hand was the final touch; I took a big brush lightly over a hand and cut out the hand part.

Thursday, November 21, 2013

Upgrade 2 Research Phase

I've decided to upgrade my Proto logo. First I will unstretch the evolution of man graphic, then I'll add some vines hanging from the letters. If I can clean up a real cave painting of an animal like a tiger or other animal, I'll slap that on the side or inside the Os. I like the chalky color I made previously, but I could try and make it more chalky and rough.
This is a lot like what I'm going for. I might take the vines from here.
I might like to chop out some of the bottom in the shape of leaves like this.

Tuesday, November 19, 2013

Upgrade 1

The updated stupa. I decided to made the white left side of the stupa into a light blue to make it visible. I adding darker blue for the creases in the shaded area, and tossed in some bounce light under the overhang. There's really only one cast shadow that tell you where the sun is and thats above the first tier from the ground. Getting the top piece to look appealing was challenging, as gold makes funny shades, reflections, and shadows. Overall, I'm satisfied.

Thursday, November 14, 2013

Upgrade 1 Research Phase

 I am going to finish/upgrade my Buddhist stupa pixel art by giving a slight offwhite on the left side so you can actually tell there is a left side this time. Also I'll do the top piece and upgrade the shadows, perhaps create a drop shadow on the ground. Of course, I'll get rid of the outline.
I found this for some inspiration, although my building will have very little in common as far as an upgrade. Its a really cool piece of work.

 I'll be using this as a reference for some basic building shadows, its well done and simple.

Tuesday, November 12, 2013

Upgraded Maze

 Updated maze! Looks a bit different. I changed the flooring to tile, although I could not figure out how to have blood seeping through, or splash blood on the wall substances. Made a lot of old worn out columns along the walls for added feel.
 I did not want the lights to illuminate so much, but without any lights there was still a default illumination that made it look ugly as hell. It was ugly probably due to the fact that I modified the colors via the illumination color option.
I think the neater stone walls are a bit better than the sloppy ones before. You can understand that its an old tomb, rather than some crappy rocky tunnel. I took out the door because that made no sense with the new textures.

Wednesday, November 6, 2013

Week11 Maze Texture Concept Phase

 This screenshot is from Diablo 2: Lord of Destruction. I was aiming for the blood soaked floor look in my original maze, but could not clearly portray it. The blood overlay I used added a lumpy red texture to the rough stone floor, but from a distance one could not notice it. So I'd like to have rough tile with blood in-between, seemingly seeping up. Hopefully I'll be able to change the color of the area between the tiles. I also like the central light source from above and the cast shadows from the pillars. My easy maze doesn't have a room for pillars, but perhaps I'll put some protrusions from the walls, or make my hard maze.



This is from Path of Exile. The walls are exactly the rouchness and stone style I was looking for. With a little mold and grime, along with the occasional blood splatter, it would look well with the blood soaked tile floors. These protrusions are what I had in mind, along with some simple rubble on the floors.