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Messages - pistachio
Pages: 1 ... 5 6 [7] 8 9 ... 64

61
Pixel Art / Re: Sprite critique needed
« on: November 10, 2018, 10:10:46 am »
This little guy needs to throw his shoulders/hips into the walk cycle if he is not an action figure, some head bob is gonna add something too. When you've got that down the robe should follow that. Hard to play out the follow-thru of cloth in 3 frames so just exaggerate the shape of it  there I'd say.

You move with your body way more than you realize, animation is all about the big forces way more than it is about the little details.

62
Pixel Art / Re: critique on a bee girl
« on: October 31, 2018, 12:33:00 pm »
Shading is flat, not interesting design.
Messed with it, pulled out some recurring stuff and invented others, shaded to front light source



Some of Arne's really old tutorial probably slipped into this. Worth the read, could make it more interesting.

Feel free to analyzzzzzzze.

63
Pixel Art / Re: [WIP] Brick texture and more...
« on: October 31, 2018, 12:02:22 pm »
Maybe eishya caught some of this stuff but I'm seeing these problems, so I wanted to do a take on it...

There are a few things in this crop I messed with here.



One wall I made a full out brick texture, skewed. Did a rough tiling job. More realistic way but time consuming and the detail can be distracting, depends.

Other wall I winged it, it's a stripped down version of this. This is totally broken and won't tile w/o cleanup, just wanted to show alternative that fits in more with yours.

A good key to this (2nd texture): Borders are a cheap way to add detail. It's one of the places where the contrast is, contrast is what eyeballs get drawn to, power of suggestion. You can have wastelands of blank space, add 2 details around borders and it can work. But a lot of your borders are flat. Look at what I did w/ the weeds between grass and bricks. So something is missing is there and transition tiles like this probably are gonna fix it.

IDK if it's a broken-down projects (possible) but if it is this there's a lot more I would change too. You can make it look rough but still cartoony.

Edited a tree. Work on your trees bro!

64
General Discussion / Re: Official Off-Topic Thread 2018
« on: October 30, 2018, 02:10:01 pm »
Makes me want to kick it back into the community updates thread. :-\

65
Pixel Art / Re: Legend of Zelda Mockup for Practise / Feedback
« on: October 25, 2018, 11:45:50 am »
Not a lot to say about this one, palette captured the original games pretty well. Link sprite is a little hard to read but I don't know what perspective you're going with here (top-down or side) so it's hard to give details.

Will there be more mockups?

66
Pixel Art / Re: Need Critique
« on: October 20, 2018, 10:29:56 am »
I was trying to help you out. I know you want to drop out of the game, that feeling happens to most beginners, but it's hard to know what you're missing out on.

Any skill takes a lot of work to make it worth it. The better art communities (other skills too) hanging out there tell it like it is, this critique sounds rough but you have to understand it's all earnest, or at least for my part it was.

I am no master myself but far along enough to tell you if you stick with it, it pays off. Pretty sure a lot of those other artists and everyone dishing out the good critique know this too.

I'm not tearing you down, just your art, and it gets stronger as a result. By all means keep at it :y:

67
Pixel Art / Re: Need Critique
« on: October 19, 2018, 12:13:57 pm »
Oh, so the problem with my first sprites was that they followed a straight line?

That's a rough approximation of what I meant but there's loads more to it than this. You work out what is different about each guy and stretch stuff like the stance and proportions to fit it as much as the style allows. (if you see consistently you can't stretch this, that's an extremely weak style that you should change or face the wrath of the art gods.) That's still not covering 1% of it tho, indeed you can't cover most of it with words.

EDIT
:


Check the silhouettes of these against yours and the color count also, see how you can tell these dudes apart. That's pretty important for players too.

Apologies if the points of my post ATM are not coming thru, they're pretty rushed now, such is life.

68
2D & 3D / Re: Official OT-Creativity Thread 2
« on: October 18, 2018, 01:27:19 pm »


old header for nonexistent nonblog dumped here. probably not in own thread or at PJ unless I pimp it to that point

69
Pixel Art / Re: [C+C] Mask transform animation (princess->beast) (WIP)
« on: October 18, 2018, 01:07:31 pm »
Was gonna say this animation could definitely use some staggering. What I had in mind was pretty advanced stuff tho, transitioning between last tweens and extreme poses (probably putting some examples here)

Is the mask not changing angles intentional? I mean it totally works in the idle loops like it's staring us down, but wonky in the rest of the anim.

70
Pixel Art / Re: Need Critique
« on: October 18, 2018, 12:33:18 pm »
All right, neat but the line of action on some of these is weak. IE first guy, green robin hood ninja, at first it looked like his spine was bending inwards. So it's not just the spine that defines the line of action, the limbs support it, it all adds up to the whole.

Second one not doing a lot, third one leaning forward smooth criminal style. Last one is the best. Basically I'm suggesting you push the dynamism, make each one different.

Also all sharing the same proportions = rectangular silhouette which compounds this.

Color contrast on these is pretty bad and a lot of these colors are similar/on a mono ramp. Maybe that's part of the flat indie thing going on for some years, but push past it! You can take this further than that in that style.

Up the contrast in these 3 arenas essentially.

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