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Tertal (WIP)

Here's my latest work, The All Terrain Armored Personnel Carrier.  It's currently a WIP, but I would like any C&C that can be offered. I've given it about 2 1/2 hours now.

Completed Works
scythex15wipnz6.png


Changed the color of the LAU Silo/Bay
Changed the color of the Wing Swivel
Shaded the window/cockpit

And that's it for this one folks, I won't be doing anything else to this one besides animatin' her for the game itself. When I get around to that, yall will be the first to see her in action!



Works In Progress
New
tertalapcwipqp8.png


All right, here's version 2. I fixed the treads, and I think the perspective is a little better. Tell me what ya's think!
 

Bael

Member

The thick black outline looks terrible.  It doesn't fit with the charaset at all.  I am unsure if the rocket parts (the little parts with red circles) would be angled like that? unless of course they can move? you should make them move.  Good shape, but I say lose the thick black lines. 
 

___

Sponsor

Yeah the thick black outline looks terrible.  Also your window highlight should only be present on one side, and your rocket launchers are pointing almost straight up at the "camera" the way they look right now.  Extend the back end and flatten the rockets to about 3/4ths their current roundness to improve that.  Other than that it's hard to pick out the perspective on the ship and thus its exact shape, but some appropriate shading can fix that.
 
@Nphyx (god you need a nickname): The window may still be highlighted on both sides; just one side'd probably have more "shine" than the other.

Remember, glass is very reflective. If there's even a match burning twelve yards away, you'll see the shine from it.


But yeah lose the black outline :x
 
The people have spoken.

@Bael: The Rocket launchers (LAU 60 Military Grade Mini-Missiles) can swivel 360 degrees.

@Nyphx: Yeah, the LAU's aren't positioned right, but that can be fixed. And I'm currently getting rid of the black outline.

@Venetia: Yeah, the windows are naturally shiny (Not just because that's how it is in R/L, but also because It has to match the pokemon-style Hangar that it will first be debuted in)

Thank's guys, your comments mean alot to me. (Venetia's more so)
 

___

Sponsor

Venetia":2h7stz1j said:
@Nphyx (god you need a nickname): The window may still be highlighted on both sides; just one side'd probably have more "shine" than the other.

Remember, glass is very reflective. If there's even a match burning twelve yards away, you'll see the shine from it.


But yeah lose the black outline :x

True, it will catch some reflected light if there's any to catch and maybe some light passing through from the other rside.  However as far as I'm able to visualize it I don't think in that case it will be picking up any full-pane highlights in the fashion of the other one assuming the light source is RTP-standard and the image isn't complex enough to take into account secondary reflections.  Actually I would expect a highlight to follow the line along the border between the front pane and side pane as well as along either the top or bottom of the window depending on its shape and curvature the more that I think about it.  It'd probably be easiest to model in order to figure it out if you had something to model it with :D
 
Update Peeps, check main post above please. List of updates

What changed in Edit #2:
Got rid of the hideous black outline.
Angled the LAU Rocket Launchers properly.
Removed the handle from the overhead sliding door (It's supposed to be mechanized)

And the Southern Congregation says?
 

Emtch

Member

The outlines are still too thick. Other than that I can't say there's anything wrong with it (as long as you're gonna shade it).
 

Bael

Member

You didn't change anything, you just made the black outline a gray color.  Now it is a hideous GRAY outline.  Like that, it just looks worse.  For pixel art, I don't think you should really ever use a thick brush like that, especially if you are trying to match it to that charaset. 
 
@Emtch: Yeah, I'm currently shading it ... I think ...

@Bael: *Sigh* You're right, but a thin line does not bring out the ship like it's supposed to. As a matter of fact, It makes the ship look almost sickly. Don't worry, though ... I'll try to reduce the outlive a little so as it won't be as thick.
 
Clizzz":29ntdcxt said:
@Bael: *Sigh* You're right, but a thin line does not bring out the ship like it's supposed to. As a matter of fact, It makes the ship look almost sickly. Don't worry, though ... I'll try to reduce the outlive a little so as it won't be as thick.

It's not about making a thin outline, it's about selout plus shading. It's the shading that will give it depth, not the outline. The outline just makes it look like a cardboard cutout.

Check these out for examples ...

http://pixeljoint.com/files/icons/spaceship3.gif[/img]
(It doesn't have an outline, but it pops.) By Plux

http://pixeljoint.com/files/icons/full/s_.png[/img]
(See? You can use non-conventional colors.) By Luca

http://pixeljoint.com/files/icons/full/ ... ng_fix.gif[/img]
(Shows the progress) By Raynoa

http://pixeljoint.com/files/icons/full/drashmupz.gif[/img]
(By avoiding hard greys, you gain character.) By Dra_chan

http://pixeljoint.com/files/icons/ship__r199937611.gif[/img]
(You can even go with an outline, as long as your shading is the thing that makes it dynamic.) By Putmake


You could make this a lot easier on yourself by adopting someone else's palette (preferably one that doesn't use hard greys), and then find an image on google or deviantart or somewhere that will show you a sample of where the highlights/shadows would dwell.
 
@edit3: Personally from my own experience, never, ever, ever...ever x infinity.... No one can stress this enough. Never use a black outline for spriting, it looks horrible unless done correctly, I would highly suggest using a heavily darkened grey for the outlines and shade accordingly around them without pillowshading it. I hope that can help, the launchers however yes look like they are angled down, when the view is in a 3/4 view as opposed to birdseye which you are giving it.
 
HOLY HELL, WHERE'D THE SYPHERLE GO !!!11!!!

Relax people, the sypherle is no longer in existence, instead it's been ripped apart, re-attached and remade into a Harder, Better, Faster, Stronger model, with the kind of Structural Integrity that could stop a Tactical Nuclear warhead (well, that might be stretching it a bit ...)
Any way, LET THE CONSTRUCTIVE Destruction begin!
 
There's still little/no shading, and while the outlines aren't black, they're still quite thick, they scream "MS PAINT!". I'm liking the new palettes better, but even then, it needs more color and less desaturated grey.

The design of the ship is much better though :D
 

___

Sponsor

The new one looks much better but that outline is still a real deal killer.  Stick with the outline thickness of your breeze template fellow; mixing it up is gonna look weird.  The perspective is vastly improved, and the shading looks nice though as Ven said you could up the contrast a little bit.  Oh, drop the cast shadow on the left wing.  The back of the ship looks like it's supposed to be sloping downward, in which case you should shade it as well.

Oh yeah a tip on the shading, if the ship is metallic or very glossy you'll want some reflected light bouncing off the ground and hitting the bottom, meaning it will be a little lighter than the darkest point.  Don't overdo it though.
 
@Marscarpone: Of course, that's because I hadn't really started shading it,  :tongue:.

@Rikuken: Thanks, glad you like it. You'll like it alot more once it finished.

@Venetia and Nyphx: Heh, Heh, ... I have access to Corel, Adobe, and GIMP, yet I do not use a single one ... dunno why ... I just grew up on MS Paint, so all of my ships and Character sets have been made with MS Paint.

Unlike the last Ship I was working on, The Scythe, is purposely "big-boned" if you will. The outlines represent the way the ship is assembled in the Hangar in-game.

Oh, Nyphx, yeah. The ship's back doesn't slope down. I just didn't add the stabilizers yet.

@Chainsaw Cheese: Ummm, why ... the old one is teh ugliez !11!! ... It has to accept the fact that I've ... moved on. Plus, I didn't have the core perspective right in the first place.

Alright, peeps, I've addressed all the questions. I've applied more shading, and will be adding a lot more nicks and nacks. Please contine the Constructive Destruction.
 

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