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Messages - breakfast
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21
Pixel Art Feature Chest / Re: Forest tileset... rocks [c+c]
« on: January 30, 2014, 06:16:03 am »
I don't personally feel that AA is something to be used within the object itself, but rather on the outside of it to help it blend seamlessly in with it's surroundings. We aren't able to notice the AA you added within the leaves because it's not really needed there, if you wanted to add some antialiasing I think the only place it could be beneficial is to smooth out the canopy of the tree into the grass behind it. This can get a little sticky though since it will complicate things when you want to add something other than just the pure green grass directly behind all your trees in game.

Unless...! If your game allows for opacity levels you could add specks of black/dark brown/dark blue (whatever works best) in a light level of opacity of 20% or so as AA on the outside of the tree to help the AA work with all different types of backgrounds.

22
I'm still pretty new-ish to these forums and pixel art forums in general, but I want to say thanks for everything Helm!

Also, I really like Mathias' idea to have a large artist thread where we get in-depth about what we like about certain artists. and I think Ellian's idea to have interviews with some better known artists to see how they work could be really beneficial to everyone.

I'm also part of TIGSource's forums, and on the Creative forum there they have a thread titled "Show us some of your pixel work!" which gets posted in every day. I know personally this is the thread I check out first when I visit those forums, as it is a great way for everyone to pop in and show what they're up to and have a place for quick critiques and comments without having to devote an entire thread just to their one current pixel piece they're working on. Something like this could benefit Pixelation I think, because as it is if someone wants to show what they're working on they have to make a whole new thread and it seems like this could be better contained within one thread that everyone is more likely to check out regularly.

23
General Discussion / Re: Pixel Art Jobs (and salary)
« on: January 28, 2014, 10:35:48 pm »
I'm not as experienced as Cyangmou but I like to think I've learned a little bit during my first year getting paid to make art for games!

Starting out doing game art on the side, I asked $16/hr for my first job (I live in the US for reference). I had made art for my own personal game projects previously so I knew a bit about it already and consider myself a pretty decent artist. The client agreed immediately to that price so that's when I knew I probably asked too little. I read afterwards that this is basically as low as you should ever go. If you have a pretty good concept of making art for games I would say ask maybe $18ish/hr for your first job or two.

The rate you ask should depend on a couple things. Feel out the client first and foremost, if they act like they've done this before you can safely ask a little more than from someone who is making their first game. If the job is just a short little project I usually ask less per hour and if the job is going to last for months or even years I make sure to ask more because your cost of living and your skill level will both likely increase during the allotted time period. My rate also varies depending on how badly I need the work at the time, if I already have several jobs lined up I will ask more, if I need the money in a pinch I will settle for less per hour. And this may not be the best to admit, but if I am not really feeling the game concept and the job doesn't get me too excited I will usually ask more per hour because at least $ will keep me interested in the job.

Contracts are very important, but they can't always save you from getting screwed. I have had clients sign contracts only to refuse to pay come the first or second month's delivery of work. The contract is broken but it is just not a large enough loss for me to consider taking them to small claims court. Then I am out several hours of work with these custom made art assets that nobody else will want. I prefer to receive down payments before I start the work, this shows me the client is serious. Sometimes it is hard to get the client to agree to this, but there is usually some way to ensure you don't do massive amounts of work before any payment is received. Also you should send work samples to the client as a .jpg so the work can't be stolen and placed directly in their game.

For new clients I try to receive payment once a week or twice a month, for trusted clients I usually just do down payments and final payments or once at the end of every month. I use Invoicera for all my time tracking and invoicing needs, it looks professional and shows the client as much info about the time I worked as I want them to know.

Do not upload any art you've done for clients without their permission. In my contracts I like to put a clause stating the work can be displayed in my portfolio, so if they sign that they've already agreed to this. I recommend doing some research on copyright laws and looking up example contracts to get an idea of what you need to include in yours.

Best of luck! Hope this helps some.

24
General Discussion / Re: Professional Artists - Any Words of Wisdom?
« on: September 30, 2013, 06:35:46 pm »
Thanks for your suggestions! I've been posting my portfolio to Reddit's gamedev classifieds subreddit but haven't gotten any hits that way, I'll keep trying though.

I am actually not trying to avoid competing with professionals though, I'm at the point now where I feel I can hold my own against the best so I am trying to find some higher end art jobs. :)

25
General Discussion / Professional Artists - Any Words of Wisdom?
« on: September 29, 2013, 10:17:27 pm »
I've searched the forum so forgive me if this has already been discussed...

Like many people on these forums I am a freelance artist, trying to make a living doing art for people's games. The best way I've found to advertise my services is through the Portfolio forums here and at PixelJoint. Are there any other websites I could get some interest for 2D & pixel art?

As I am getting more experienced I am having to adjust my rates to my skill level. I've found my lower end "professional" rates are at that awkward spot where they are too high for most interested parties but I am not seeing a large amount of more established/higher budgeted jobs that could afford professional rates. Do I need to be pursuing salary positions with game companies at this point or is there still hope for freelance work?

Any other words of guidance or past experiences from the professionals would be really helpful for all aspiring and current pixel artists!

26
Job offers / Re: [PAID] Artist needed for rpg themed game.
« on: September 12, 2013, 04:57:16 pm »
Well, Cyangmou is a very well known and established pixel artist so his rates are obviously going to need to be more. I am not as experienced of an artist as him, and so a job like this would take me longer, but I would ask around $40/hr for a job of this size and quality.

Of course, I am booked up with pixel jobs right now so I wouldn't be able to do this job anyway, but just wanted to share my opinion on the subject. If you want a really established artist then yes, it will cost you around what Deadpixelstudios said, but if you're willing to take a bit more of a risk then you could get away with the price range I mentioned. But, yeah, $13/hr for top notch pixel art is just not going to cut it. You need to either take more time to save up more money for an artist or lower your art standards.

27
General Discussion / Re: Pyxel Edit pixel art editor
« on: September 09, 2013, 10:13:01 pm »
Is there a way to make an animation by importing several gif frames made outside of Pyxel Edit? Everything's drawn already, just need to place each frame.

Also, it would be really helpful if you could implement an option for different frame rates per frame. With this feature I could replace my current animating software with yours. Thanks!

28
General Discussion / Re: Pyxel Edit pixel art editor
« on: September 05, 2013, 12:02:41 am »
Very exciting new features! Glad to see you're still working on the program.

29
Pixel Art / Re: How and what can I improve?
« on: September 04, 2013, 11:32:37 pm »
Your animations look nice. :) I think you could benefit from playing around with color contrast. You should zoom out all the way to 100%, if you can't differentiate shades relatively easily then those colors aren't serving a big enough purpose and should be made darker or lighter. From far away your C Shepard looks like he only has 2 color blocks used for his body, a navy blue and a darker navy/black area. But you DO have shading there, you just need to up the contrast and your shapes & details will be more apparent. Your skin tone isn't really working with that lightest shade, it needs to be less yellow and more pink like the other shades, and lighten it up a notch.

30
Pixel Art / Re: 8 Frame Walking Animation - First Time!
« on: July 29, 2013, 08:59:19 pm »


Going to call this one done! Learned a lot, now it's time to move on and use what I've learned on new pieces.

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