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Messages - Seiseki
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11
Pixel Art / Re: Shop Scene
« on: January 03, 2017, 05:03:46 pm »
I can't tell the depth of the various objects, everything looks to be on the same plane.
Use highlights, shadow, shade things in the background darker. Maybe add some faux-perspective.. Because you need to separate the planes somehow.

There's also a weird architectural detail I can't make sense of, it's the gray bricks at the edges.

I'll make an edit later if I have the time :)

12
Pixel Art / Re: An angel
« on: December 23, 2016, 09:16:42 pm »
Let me just say something to put this back on track..

Defrobo, take your time.
I saw that you wrote in the first post that you use a wacom, I totally missed that, which is why I mentioned fluid motions and using a mouse. If you draw pixel by pixel it makes it harder to do quick iterations and changes.
Pixel by pixel is necessary in certain places like the eyes and face though, and also when cleaning up lines.

But I think that in general you should focus less on line work and more on volume, for example her chest and hair doesn't have volume, they have outlines which imply the opposite, that it's a flat shape. Think of a ball with volume vs a circular plate which has none.

13
Pixel Art / Re: An angel
« on: December 22, 2016, 06:24:09 am »
I'm pretty sure a lot of the criticism is because of the reason guys draw huge boobs and not the lack of a reason.. ::)

14
Pixel Art / Re: An angel
« on: December 21, 2016, 02:28:33 pm »
It looks quite stiff and the way you shade the breasts make them look flat.
I think you're limiting yourself too much with the eyes and mouth, you can get a somewhat real looking face even at this resolution.
And you should go back to doing huge hair, try drawing using bigger fluid motions, it might be hard if you're using a mouse though.
But things like hair, wings and cloth really need lots of successive brush strokes to work out the shape.
The wings look very mechanically drawn with all the straight and diagonal lines.
The palette could use a bit more contrast to bring out depth, especially the hair.
The arm on the right is kinda spaghetti like and on the left, the upper arm seems to the same thickness as the fore arm.

And here is also an edit.

15
Pixel Art / Re: Xmas Harley Quinn
« on: December 18, 2016, 03:13:42 pm »
I think I've done 2 pixel dalies, I didn't even know they retweeted it until now.
I went back to look and one had been retweeted.

You shouldn't care about retweets though, do it for the art and not the fame.  ;D

16
Pixel Art / Re: Too bright colors?
« on: December 13, 2016, 11:36:33 pm »
I've noticed cheap monitors usually have really bright greens but with reds and blues de-saturated.
My monitor is far from perfect but it's above average when it comes an even color spectrum.

I did tone down certain green tones in the palette that I use, because they just turned into a really glowy overly bright colors on my friends monitor. To be fair, it was right on the edge of being too bright on my own monitor, so I settled for a middle ground.
Both of my friends have cheap Benq monitors, but unless you're an artist or just picky about these things you don't really need an expensive monitor, so it's not like I'm hating on cheap stuff.  ::)

If you're doing color work on a cheap monitor you should be aware that some colors might be heavily desaturated and others overly saturated. And even more expensive ones might have bad calibration.
This would totally skew your perception and the way you use those colors and the same is true for the viewer.
I don't think anyone of us reading this thread are seeing the same colors though, maybe some of you pro's with calibrated monitors ;)

17
Pixel Art / Re: [C+C] Trying to improve!
« on: November 28, 2016, 01:50:49 pm »
No matter what you're working on, you'll always have new ideas which seem more interesting, it's usually a case of the grass looking greener on the other side.

When you start working on a new project you're in the "Honeymoon" state, everything is super fun and awesome, everything is going to be great. But after a while you'll start having doubts, you'll lose interest. Maybe you'll keep finding faults with your original idea and you'll keep changing the concept. Or maybe you'll start adding more and more things, until there's no end in sight.

Be aware of these pitfalls and find ways to deal with it, just don't give up.

18
Pixel Art / Re: Retro small town
« on: November 08, 2016, 09:57:11 am »
I made an edit to convey some ideas.
Mostly about perspective and details.




19
Devlogs & Projects / Re: Girl and Dog (I don't have a cool name yet)
« on: October 21, 2016, 04:07:19 pm »
Made an edit to allow the character to pop out more and the background being pushed further back.


20
Devlogs & Projects / Re: Girl and Dog (I don't have a cool name yet)
« on: October 20, 2016, 01:42:44 pm »
Some changes in speed and timing between the different pieces would fix the tween-y feel.
Add some screenshake and you could also hide the smooth tween-y feel.

Judging by the animations and art, I'd say marquet knows his stuff, I want to play this, it looks great!  :y:

(assuming you're looking for critique) The one thing I'd have to point out is the contrast and detail level for the backgrounds, which overpowers everything else and makes the depth unclear.

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