HAUS'S GENERAL ART THREAD

Posts

DAY 28




Today we have the archer and the duelist (pretty much a dark knight). The archer design is actually largely unchanged from the original PB, in that it's a spoof/homage/parody to a better known "archer" and I felt no real need to change this piece of hilarity, so there you go. I did make the outfit look a bit less obvious and more practical for the role and put my own spins on things.

As for the duelist, let's be honest here, this class is far too easy for me. This kind of thing is ENTIRELY in my comfort zone, so this was probably the easiest one to design for me. I pretty much went straight warhammer fantasy chaos warrior on this because I like drawing that kind of thing too much even though my armor designs of late tend to fall more towards the realistic or practical route. Hilariously, these guys are not the first armored bastards of my design that will end up in Paradise Blue - Llorcan, the final boss fight of the original PB, was my design too, as you can see here:



I guess I uhh...scaled back on the armored bastardry in the last few years. Heh.
DAY 29



And now we have the 15th and final PB class, the crusader. Again, just like the duelist, this one is ENTIRELY up my alley and I had a lot of fun drawing this. Visualizing a paladin or holy knight is generally pretty easy and I was thinking of ways to make these ones look a bit more unique. My answer was to take them past the paladin area and right into the angel department. To that end, I took a lot of inspiration from the angels in Diablo 3 and designed these two to look accordingly divine and angelic. In the end, this is probably one of my favorite designs out of the bunch, though I've been thinking that the female design looks far better than the male one. Heh.
Ugh, a bit slow on the updates there...

DAY 29



I've been trying to redesign the protagonist of the Bone Shield series, Skulhoarse (see avatar) recently and here's some ideas I threw down, though proportions are way off on these. I want him to have the same general appearance as the sprite but update the details a bit. His armor is based on european gothic plate armor with my own touches as usual. I haven't quite decided yet so this probably won't be it.
DAY 30



More ideas I'm throwing around, and as before the proportions and anatomy may be a bit wonky. The one on the right is actually an attempt at a much older design for this character. Either way, these 4 concepts are probably no longer that relevant as my ideas for how the armor's "anatomy" should look got realigned after I looked at some nice refs. Should have some nice sketches of that soon.
Been way too busy at work, can't even slack off enough to draw a picture!

DAY 31



After doing more research, I decided to go with this design (first picture) for Skulhoarse. The proportions are still off for the picture but this is one I can actually be happy with now. It has nice amount of detail up close yet can be simplified rather easily from afar. As far as the 2nd one, I'm doing the same where I'm throwing out ideas until I get a design I like, this one instead being the antagonist for this game. If you're wondering about the head, this is an undead wolf-person, and any more details would be too long-winded. Heh.
Ahh I envy your armor drawing capabilities. It's something I haven't been able to conquer yet. :P
author=GoatBoy
Ahh I envy your armor drawing capabilities. It's something I haven't been able to conquer yet. :P


The rendering and shapes is easy enough to pick up with research, but the part of it that will really drive you crazy is how the body actually fits in it and how it articulates in it. Too often you see designs that look "cool" but aren't necessarily anatomically practical to wear or move around in, and if that kind of thing drives you crazy as a character designer then the challenge never ends. What you don't see attached to these last few drawings are 15 pages full of roughs of diagrams and random design ideas that I was throwing down until I finally settled on these.
I believe it! Definitely looks like a lot of thought was put into these designs. I'd say those 15 pages paid off.
DAY 32




We're doing something a bit different today, and boy am I really feeling the whole "haven't done pixel art in months" thing. Here are the field sprites for the protagonists of Undersea Mountain, which is a doublescaled game. The ghost lady could definitely use a lot more animation as there are a lot of parts that should be moving more, but I wanted to make something usable for now and think about fine tuning these later. Now that these are out of the way, I can actually start animating the fun things - attack animations. Heh.
DAY 33



I've updated this running animation with the new colors and look as well as started creating basic stances and things. It always sucks at the beginning when I start animating a sprite because of the lack of bodyparts I've created in other poses, so I have to draw a lot from scratch. These are of course mostly based on his previous sprites so I'm editing old work really, but as we go along I'll be posting more interesting poses and animations.
sinn
the original sinn
1092
Boy, they are beautifullll.

Why the running animation??? Is it a platformer? Can i play this thing?
author=sinnelius
Boy, they are beautifullll.

Why the running animation??? Is it a platformer? Can i play this thing?


The running animation is 80% because I wanted to challenge myself to do one and 20% actually needing it for a game. This is a side view RPG so you only really see that briefly when he's running up to enemies before beating the crap out of them. Otherwise, yes, I would like you to play this sometime, but there's still plenty of work to be done.
DAY 34




Today I drew some punch frames, then promptly abused the hell out of them. It's amazing what adjusting the speed and a few blur lines can do.
DAY 35




Today my body apparently forgot that I was some kind of pixel artist and as a result I was having one of those bad drawing days. Nonetheless I managed to make some useful frames and string them together for some amusingly awkward animations. The dropkick was my endgame for tonight but it certainly could use some refinement, so we can call that a WIP.
Are you /sure/ you're not making CONVERGENCE vs Undersea Mountain 2: New Age of Heroes?
author=Skie Fortress
Are you /sure/ you're not making CONVERGENCE vs Undersea Mountain 2: New Age of Heroes?


Oh god please DO NOT get me started on that line of thinking, my mind has gone there many times already. In fact I'm pretty sure I imagined/roughed out an SE vs Convergence at some point, lol.
DAY 36



I seem to be slowing down with these, but here's a nice cannon firing animation, which is used for the various consumable items (ammo) for the game. This cannon showed up on a couple previous drawings in this thread.
DAY 37



Breaking up the sequence of pixel art here with a rough sketch of a possible title screen for the same game. I posted the older version of this in the first post but I recently made the decision to add this ginormous mountain-sized glowing crystal behind the titular "undersea mountain" because I thought this setting needed a plausible light source (as plausible as a giant glowing crystal can be), seeing as how this game takes place at abyss-level depths where sunlight no longer reaches. It's probably far brighter than it should be here but I was more after getting the composition and idea down for when I do this digitally.
DAY 38



Rough sketch of the "world map" for Undersea Mountain. I think I had a lot of freedom in this case because this was so deep underwater and lit in such an alien way that pretty much anything goes. If anything it's more of a cave/wasteland seeing it this far up. Those "waterfalls" are in fact some kind of sediment/mud type thing that's falling from way up somewhere creating a sort of weird underwater river. As before I'll do this one up digitally and put it in the game as the means to navigate between dungeons.
DAY 39



Rough sketch of the inside of the undersea mountain, and I do mean ROUGH. I don't know why I keep designing complex architecture knowing I'm going to have to draw them but there it is. I'll have a better diagram of the inside of the mountain but in a nutshell, there's an enormous super sci fi city in it divided into tiers in a spiral arrangement. Also, the entire thing is submerged - it's meant to be some kind of underwater city of the future.