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Messages - TPoe
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1
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: May 04, 2020, 01:25:14 pm »
Here's an image to illustrate what eishiya means

Image

2
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: May 02, 2020, 06:58:11 am »
Looks really good, the armor is nice and clear. I think the feet area could use some bulking up because it looks like it's barefoot.

You can try out all the different colors you want but you first need figure out where it's going to go in your mockup, and use that background color as the background for your workspace. It will always look totally different if you work on a plain white background.

3
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: April 30, 2020, 04:29:14 pm »
Tbh this place feels pretty dead. When I was a kid I remember coming to this board and being blown away by the great artists helping people out. I never posted anything cause I was too nervous about how bad I was to even ask for critique. Since then I've learned a lot so every once in a while I'll come around here and make some critiques cause I know how important it is for people who are really trying to learn.

Anyway enough of that rant! Your silhouette improved a lot. I do think there is a little bit of an issue with the shape of the legs, but I think it stems mostly from the position of the hips. They're a tad too high, which you made up for my extending the thighs. After lowering the hips I noticed the arms were a little short again so I lengthened them a bit. I like to imagine the character wearing pants, and then think "can their hands sit comfortably in their pockets?" If not, the arms are the wrong length haha.



Here I show my editing process. The first thing I did was take a line straight out the middle, I don't know why but I always like my characters to be an odd pixel width, personal preference. That step is totally unnecessary. Second I show the parts I added, and then the parts that I ended up shaving off.

4
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: April 30, 2020, 11:26:44 am »
I think you're off to a good start, the proportions just need a little bit of tweaking.

I think a good first step is to ditch the lines, start with a silhouette, it's much easier to see issues, and fix them in a silhouette. You can just sculpt away and add freely without worrying about messing up your other lines.



The second thing I want to mention is a little tip for drawing organic forms. Organic things, especially things with muscles and joints, usually follow a certain flowy pattern.
I often find that a good guide is to think of it as a curvy line, where each curve gets a little tighter towards the end, usually in a pattern of BIG Medium small. I've drawn the curves that I think of in the last frame of the gif.
The yellow curve is my way of getting the height proportions down, first curve is the head, always a good spot to start. So the head is the small, the chest is the Medium, and the legs follow suit and become the BIG. 



On the arms and legs you'll notice I've drawn 2 curves, when overlapped youll see theyre sort of off from one another. The flow of muscles follows this curve where it's sort of a balancing between inside and outside curves. For me, it's best to think of them in pairs of high and low curves. The green lines I've drawn represent the low curves, and the red the highs. If you look for example at the thigh, you'll see that the outside curve is way higher than the inside curve. Then as we go down to the knee it switches, so the inside knee is (it's not actually the knee it's a continuation of the quadriceps called the vastus medialis and the vastus lateralis), then switches again at the calf where the outside is once again higher.


Anatomy is definitely tricky. The way I draw bodies is a little bit of personal preference so don't take my example as gospel. The best example you can get though is a real human so feel free to pose and take pictures of yourself (there's also great websites with models for free, but often to get the pose you want it's best to take it yourself).

Edit: I should also mention that this applies to (I think) all body types/body sizes/genders.


5
Pixel Art / Re: Title Sceen WIP
« on: April 30, 2020, 12:44:19 am »
I think the 3rd or 4th font work the best and are way more readable. The third one is probably the most eye catching. Also I wanna say great job on the background the rocky platform looks great.

6
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: April 29, 2020, 03:24:19 pm »
Looks really nice. I like the new cape item you've added too. Those arrows just make me wanna click and see whats on the next screen haha.

7
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: April 28, 2020, 11:20:17 am »
I think if clarity is what you're going for you've nailed it.

There is one nitpick thing I would change if it were a real game screen though. I would be to just equip the items directly to the item slots on the bottom left. As far as I can tell there's no reason to have them in the rest of the inventory. I say this because you can already see them at the bottom left, so the screen space is already taken and I feel like it ruins the idea of the inventory slot being laid out in the order you would equip them on your body.

 Another addition I might make would be to maybe have a silhouette of a body behind the inventory just to make it clear what goes where when nothing is equipped.

8
Pixel Art / Re: Title Sceen WIP
« on: April 27, 2020, 08:34:27 am »
I pick A1's title, and B1's character. Having it be slightly bigger increase the depth of the background and overall feels more "epic."

9
Pixel Art / Re: Shading Feedback Wanted
« on: April 27, 2020, 08:26:34 am »
Reshaded one frame for you, think about the direction of the light source.



In the orignal, the head and thighs were shaded in one way, while the shoulders and clothes were shaded the opposite. Also reshaded the boots, and cleared up the shape of some things.

10
Pixel Art / Re: [Feedback] Spiderman shading
« on: April 27, 2020, 06:57:44 am »
I think what we need to do here is look at spider man, so first get me some pictures of spider man!

https://i.ytimg.com/vi/Q2vFUuiCbaM/maxresdefault.jpg

So lets try to get the pose down first. I don't wanna stray to far from your original pose (although I am going to flip the legs around to make it a little more energetic), but were going to look at the picture for the proportions, the shapes of his muscles, and the overall energy.


That's looking pretty Spidery.

So we've got the pose down, the next step would be to block out the colors, while were doing this, were going to keep the light in mind.


The next step is the hardest, and to make it looks really good you gotta know a little bit of anatomy. But were gonna shade this bad boy using only the 4 colors that are already on the sprite! (+1 gray for the chest)



Quick tip - try to break the muscles down into their own shapes, the shoulder is shades almost like a seashell, the the arms aren't just sausages, they're multiple sausages. The bicep is a sausage, the tricep is it's own sausage, the forearms got a few sausages going on there too.

Now we can call it done, but for me I like to take it one step further and break up that outline a bit, and tweak the colors to have a little more hue variation.



Done!

Quick tip - when breaking up the outline, don't just replace delete it, try to mix in a little bit of the shaded color to give it a nice break.

Bonus tip - For easy color picking, on darker shade drift toward one color on the hue slider, in his case I chose purple (always a safe bet btw) For the lighter shades stay within your desired color's hue.


Hope this helped!

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