Re: WIP Graphics Showcase
Posted: Tue Jun 30, 2015 9:22 pm


It looks cute, until it launches an all-out assault of missiles. It also will have a Phase 2 where the head detaches itself from the tank treads and connects to a more duck-like body. (Kinda Mother Brain style I know...)Darkonius Mavakar wrote:What the quack?!
That looks pretty cute
I suggest you get rid of some of the pillow shading, and put more contrast on the shading.PROX wrote:here's my first hand drawn tileset that's still a WIP and was never released. It's a shroob planet tileset. I don't think it's that good compared to stuff that I recently made.Spoiler: show
Honestly, it looks very good to me, no errors to my knowledge, except for the sizable!Superiorstar wrote:I suggest you get rid of some of the pillow shading, and put more contrast on the shading.PROX wrote:here's my first hand drawn tileset that's still a WIP and was never released. It's a shroob planet tileset. I don't think it's that good compared to stuff that I recently made.Spoiler: show
what's wrong with the sizeable?MECHDRAGON777 wrote:Honestly, it looks very good to me, no errors to my knowledge, except for the sizable!Superiorstar wrote:I suggest you get rid of some of the pillow shading, and put more contrast on the shading.PROX wrote:here's my first hand drawn tileset that's still a WIP and was never released. It's a shroob planet tileset. I don't think it's that good compared to stuff that I recently made.Spoiler: show
The spacing for the little woobidy woo textures is weird in the sizeables. It doesn't match the edges correctly.PROX wrote:what's wrong with the sizeable?MECHDRAGON777 wrote:Honestly, it looks very good to me, no errors to my knowledge, except for the sizable!Superiorstar wrote: I suggest you get rid of some of the pillow shading, and put more contrast on the shading.
Just because what it looks good to you does not mean that the problems on how the graphic was designed is no longer there. Pillowshading on the circles still exist. Also please do not try to justify pillowshading because it does not create an impression of depth in the graphic (exception if the graphic is attempting to simulate internal lighting). PROX, you need to fix that.MECHDRAGON777 wrote:Honestly, it looks very good to me, no errors to my knowledge, except for the sizable!Superiorstar wrote:I suggest you get rid of some of the pillow shading, and put more contrast on the shading.PROX wrote:here's my first hand drawn tileset that's still a WIP and was never released. It's a shroob planet tileset. I don't think it's that good compared to stuff that I recently made.Spoiler: show

Looks pretty nice. Although I never played Bomberman 64, I still like it.TwilightRocks007 wrote:
It's a remake of Blue Resort from Bomberman 64. I still need to change some details (like shading) and add more stuff. Also make the cannon bigger.

What a nice and deformed Mario you have. Seriously, you are going to be needing to look at how others have made better sprites of the plumber than you. To start, you are going to be needing to study how Nintendo makes their walk cycles for their Mario sprite from SMB1 in addition to thickening the legs.: http://martindrapeau.github.io/backbone ... sprite.png You also are going to be needing to adjust the shape of the torso and head, in addition with the cap having a perspective problem in relation to the parts below.Murphmario wrote:Looks pretty nice. Although I never played Bomberman 64, I still like it.TwilightRocks007 wrote:
It's a remake of Blue Resort from Bomberman 64. I still need to change some details (like shading) and add more stuff. Also make the cannon bigger.
And re-post from MFGG. I started working on a custom Mario, with animation inspired that that of Super Mario World:
And yes, I know the shading is a bit inconsistent. Also, it's bigger than SMW Mario. I'll eventually make more poses as well as powerups and Luigi.
By the way, this isn't really mean't for Smbx, but simply to test my abilities and because I can. It's bigger than SMB3 Mario anyways in height.

I'm going to improve the walking, but it's walking is based off of his walking in Super Mario World (and 3).StrikeForcer wrote:What a nice and deformed Mario you have. Seriously, you are going to be needing to look at how others have made better sprites of the plumber than you. To start, you are going to be needing to study how Nintendo makes their walk cycles for their Mario sprite from SMB1 in addition to thickening the legs.: http://martindrapeau.github.io/backbone ... sprite.png You also are going to be needing to adjust the shape of the torso and head, in addition with the cap having a perspective problem in relation to the parts below.Murphmario wrote:Looks pretty nice. Although I never played Bomberman 64, I still like it.TwilightRocks007 wrote:
It's a remake of Blue Resort from Bomberman 64. I still need to change some details (like shading) and add more stuff. Also make the cannon bigger.
And re-post from MFGG. I started working on a custom Mario, with animation inspired that that of Super Mario World:
And yes, I know the shading is a bit inconsistent. Also, it's bigger than SMW Mario. I'll eventually make more poses as well as powerups and Luigi.
By the way, this isn't really mean't for Smbx, but simply to test my abilities and because I can. It's bigger than SMB3 Mario anyways in height.
