Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - eishiya
Pages: 1 ... 31 32 [33] 34 35 ... 127

321
Pixel Art / Re: Hunter x Hunter Gon Freecs[WIP]
« on: September 20, 2018, 02:15:09 pm »
The face looks a lot better!

I think it's a bit off that there are outlines on the shorts and shoes, but not the shirt. The outline-less parts look better, in my opinion. If they outlines are meant to represent shadows, you should do more with them, it's extremely rare for a shadow to be a uniformly thick line along the edge. Give them thickness and shape, and don't be afraid to have some outline-less bits even in the shadow.

The thin-line shadows on the knees make him look like he's got skin or fat flaps. On skinny people, the knees are knobby bits that slightly stick out, and cast very minor shadows. You could either skip those shadows entirely, or have them be cast all the way down to the boots.

Try to avoid 1px shadows along the edges of objects, such on the skin just above the boots (what's causing those shadows?), in the boot lace bits, in the shorts, etc. They don't read as shadows, are prone to cause banding, and generally just make your art look blurry. Either commit to thick, readable shadows, or don't include them.

322
Unpaid Work / Re: Dev Seeking Talented Members
« on: September 20, 2018, 01:46:56 pm »
I'm not entirely clear on what this entails. What kind of brainstorming are you looking for? Do you need someone to help you think through gameplay? Worldbuilding? Someone to critique with the art? The artwork that this person would be doing, what sort of stuff would it be, and how much work do you expect to need?

323
Pixel Art / Re: Kickboxer Part Deux
« on: September 18, 2018, 10:55:38 pm »
You need to use the URL of the image, but you're using the URL of the webpage the image is on instead, so it's not working. Image URLs typically end in the file extension of the image, such as .png, .jpg, and .gif

https://i.imgur.com/862UXYb.png is the URL of the image you want.

324
Pixel Art / Re: Where would you put me skillwise?
« on: September 18, 2018, 07:09:40 pm »
You're trying to post your image without first uploading it to the Internet, you're using an address that points to a folder on your computer. Please use a service such as Imgur to upload it first, and use its URL from there.

325
General Discussion / Re: How do I add images to my post?
« on: September 18, 2018, 04:44:40 pm »
You put a URL in there, the URL of your image. You can use an image host such as Imgur to upload your image online. Then, get the URL of the image (e.g. by right-clicking and selecting "Copy Image Address" or similar from the menu, or by dragging the image to the address bar to navigate directly to the image, and then the address bar will have the image's URL in it), and paste that between the two IMG tags.

326
Pixel Art / Re: Help me fix my fence
« on: September 16, 2018, 03:23:05 pm »
Please don't repeat content like that, you can just post your new stuff in the thread without making it a reply to someone specific. Forums aren't like Twitter, so even if you don't reply to someone, they can still see your post. Repeating content just makes the thread harder to understand. You can also quote multiple people in a post if you want (you can just copy the all quotes into a single post).

Have you been looking at any references? Version 2 looks more 3D (however, in version 1 we can see the tops of the posts, which is good! we should be able to see those on all posts), but still has the same construction problems as the original version, that fence doesn't look like it's made of planks/posts, it looks like a symbol of a fence rather than like a (stylised) fence. The texture also doesn't look wooden, it looks like it's painted with polka dots xP For now, don't worry about texture, just make it a flat colour and focus on making it look like a believable fence.

327
Pixel Art / Re: Help me fix my fence
« on: September 15, 2018, 09:45:01 pm »
The relationship between the size of your tiles and the size of your character doesn't really matter, as long as the collision works the way you'd like.
What matters is the scale of the features represented by your tiles compared to the scale of the character, and that looks fine.

The only thing that makes the character look a bit out of place is the style difference. The character's outline-heavy while the environment is not, the character has dull colours while the environment is cartoony and bright, the character looks to be made of blocks and straight lines, while the environment looks more detailed and organic.

I agree with Rainswell that the horizontal posts don't look attached to the vertical ones. Don't forget to look at some real fences (or at least photos of them!) to see how they're put together, don't just guess if you don't know.

328
Pixel Art / Re: theater scene
« on: September 06, 2018, 08:57:54 pm »
The characters are a bit hard to read against the background because the background has a pretty wide value range. Using a wide range of values as a stand-alone piece, but leads to clarity problems for pieces used as backgrounds, especially when the foreground (the characters) are mostly midtones.

Your scenery fades towards a dark colour the further away it goes, yet the sky is light. This causes the horizon to be the most high-contrast, attention-grabbing thing rather than anything in the foreground, and it looks a bit strange, since generally things fade towards the sky-colour in the distance.

329
Pixel Art / Re: [WIP] Forest scene
« on: September 04, 2018, 03:09:53 pm »
Your character doesn't appear to be standing on the tiles, the way the feet are shaded makes it look like heels are higher up than the toes.
Another common trick in games is to not outline the bottom of the characters' feet when they're on the ground. This eliminates the appearance of an underside/shadow, making the feet look planted on the floor rather than hovering just above.

The dirt tiles feel rather busy. The tops of them are nice, but the fill pattern on the sides is a bit distracting, there's too much going on. Keep the fill patterns simple, more like what you have on the dark dirt in the background. A solid colour with occasional detail is a lot less distracting than a constant pattern.

This ground doesn't feel very "foresty". The light colour suggests sand rather than the sort of soil full of decomposed leaves and wood that most forests grow in. I'd expect this ground colour in a prairie or desert area. Try using some darker colours and adding some vaguely leavy patterns instead of just rocks, to add the look of dead leaves. A couple of refs you might find useful, cut-aways of forest ground: Root-filled but otherwise clean, sub-tropical, leafy and natural, temperate. In particular, look at the colours of that dirt, and how it's not particularly rocky. A few adapted species aside, trees don't do so well in rocky soil because they can't get well-rooted in rocks, and tend to not get enough nutrients, or to topple over from wind.

330
Pixel Art / Re: [WIP] House interior, door problem
« on: September 04, 2018, 02:57:45 pm »
It's looking good! I'm going to reiterate my critique about some of the shelf contents: they still feel too high-contrast, mostly because of the golden bits on the books.

Here's an edit where I changed the gold lines on the books to be the next lightest brown rather than the bright wood highlight colour, and I made some very simple colour tweaks towards purple:


I say "simple" despite the extensive change because I used Photoshop trickery to achieve it, and only hand-edited 4-ish of the colours.
1. Select all the shadows so that darkest colours are most selected and the lighter colours are less selected (i.e. not a binary selection). In PS, I used Select -> Select Range -> Shadows, but there are several ways to achieve this, and it can be done in other programs too.
2. Fill that selection with your desired shadow-shift colour on a new layer. In this case, that was purple. Set the layer to Hue or Color mode (whichever you prefer; I used Hue in this case). This makes all your shadows progressively purpler.
3. Set the opacity to taste, probably pretty low.
4. Repeat steps 1-3 for the highlights, using the opposing colour (I used yellow). The opacity might need to be different; I used a higher opacity for this one than for the purple.
After that, I manually tweaked the greys on the fireplace and the wastebasket/boiler (the latter two use the same colours), mostly since greys aren't affected much by Hue blending, which doesn't change saturation. I replaced the darkest greys with various purple-browns from the wood. I also tweaked one of the mid-browns on the wood because there was too sharp of a jump between warm brown and purple-brown, so I tweaked its hue to be a little more purple.

Pages: 1 ... 31 32 [33] 34 35 ... 127