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Messages - eishiya
Pages: 1 ... 118 119 [120] 121 122 ... 127

1191
Pixel Art / Re: [WIP] Witch Doctor Beer Label
« on: May 18, 2016, 12:27:56 pm »
I like the "less dithering" version. The "dithering" (is it even dithering at this point?) reads like some interesting texture. The "no dithering" just looks bland/vague with no texture at all. However, I think I prefer the hair in the "no dithering" version, those bits of black didn't seem to serve a purpose.

1192
Pixel Art / Re: Template body top-down view
« on: May 16, 2016, 06:33:32 pm »
The super-foreshortened man example isn't appropriate for 3/4 view anyway. What you want it something in the middle between those two versions.

The original RPGM caracters are in an appropriate view, but they're also chibi, so if you try to reproduce their proportions just by shifting the perspective on your characters, you'll end up with something that doesn't match the 3/4 world.
Part of the issue though, is those other assets you're using aren't all 3/4 view either xP That clock, for example, is a travesty xP RPGM's default graphics are a bit thrown together and aren't all in the same projection and scale. So, you may want to create a few simple assets of your own to use as a guide for your characters to make sure it all works together.

Perhaps instead of diving into details like you are, play with silhouettes first. That will let you iterate with different views faster, as well as help you make sure the characters read well at a glance no matter what they're wearing. The way you're colouring/shading them is also working against the foreshortening you're trying to do, so working with silhouettes will help you get a good starting point for the colouring, which people can then critique separately.

1193
Pixel Art / Re: Template body top-down view
« on: May 16, 2016, 01:25:23 pm »
Viewed from this angle, characters would look almost "chibi" with all the foreshortening. You're showing too much of the legs and abdomens, and not enough of the tops of their heads and shoulders. The reason it looks like a front view is because it is a front-view, just one you squished. Bodies are 3D, and in this view we should be seeing the tops of things. For example, the overly-defined abs on the man are drawn as if they're from the front, they're not curving around the body. The man's pecs aren't overlapping any part of his body as they should, etc. Think about bodies as 3D forms. They have bits that stick out and parts that go into the body. This means that things can look quite different in 3/4 view.

I recommend giving Loomis's Figure Drawing book a read, I'm sure you can find a PDF online for free, those books are long out of print. I think there are even some examples in them that are quite close to RPG view, just upside down. Most importantly though, he talks about the important parts that get "distorted", and that's what you need to learn. Actually read that book, don't just look for the relevant section and diagrams.

1194
Pixel Art / Re: [WIP] Helicopter
« on: May 16, 2016, 01:07:05 pm »
Resolution mixing is when you have some parts of an image (or game, or whatever) at a different "zoom" than others. For example, the character is at 1x (1 pixel in the image = 1 pixel on the screen), but the helicopter looks like it's been zoomed in 3x or 4x before it was placed in the image with the character.
Keep all your assets in the same scale at 1x. If you want the zoomed in "blocky pixel" look, do it afterwards the entire resulting image, so that everything is zoomed in the same.

1195
Pixel Art / Re: Birdman with Backpack [animated gif]
« on: May 14, 2016, 02:45:22 pm »
Pixel art isn't about looking pixel-y. Many pixel artists go to great lengths to disguise the pixel look. Some of the recently popular styles that make the pixel nature of the work very noticeable are just that - styles. Pixel art is much more than that.
Like others have mentioned, there's lots of discussion about what constitutes "pixel art", but I see it as pixel-level care throughout. Your piece is clean on the pixel level, every pixel serves a purpose, so I'd call it pixel art.

I agree about the issues others have pointed out.
Also, it looks strange that the piece has a smoother framerate when the bag is flying. I think I know why you did it, but it makes the choppy animation elsewhere look choppier in comparison.

1196
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: May 08, 2016, 10:16:56 pm »
It's really cool that this is possible, but I can't help but see these as "bad pixel art". The textures and level of detail on these models don't lend themselves very well to this process, in my opinion - too much noise.

1197
Pixel Art / Re: Clone Trooper Helemt
« on: May 07, 2016, 06:44:18 pm »
Where is that light coming from? You've added a halo of lighter colours just inside the lineart, but you haven't added shadows or light. Light shows the imagined 3D form of the object, but what you've done is just followed the 2D shape of it.

1198
Pixel Art / Re: [C+C] Need help with game's promo picture
« on: May 05, 2016, 01:56:15 pm »
The pigs don't immediately read as pigs, and they're a bit hard to see. If you make the rimlight on them greyer, it'll look like red/pink compared to the green of the scene, which should make them look more like pigs.

The scene also doesn't feel very dramatic because there are so few pigs. Put pigs behind the characters, or show what it is they're defending (also in low detail, since the focus is on the three humans). I think you should also move the current pigs up, so that they're overlapping the green grass more, which will help them stand out a little more, as well as add drama to the scene since it'll make them closer to the humans.

I'd also change the characters' drop shadows to be shaped like their shadows rather than blobs. As I recall, that game has shadows shaped like the sprites, so taking a step "back" towards the most primitive type of shadow looks odd. Since the lighting here is from above, all you'd need to do is break up the shapes a little, it's not hard to make them look like cast shadows.

1199
If you create a single tiling flame animation where you're very careful with how it tiles, you can have the flames vary in height by having the same animation, but starting at different frames (so they're not all in sync). That way you can get a whole lot of background for relatively little work. The hard part would be making sure each frame tiles with every other frame, but if you keep the silhouettes simple, it might not be so bad.

1200
Job offers / Re: [PAID] Rotating Treasure Chest Animation
« on: May 03, 2016, 03:12:01 pm »
How big is this chest supposed to be? You gave a lot of useful details, but left out that very important bit :]

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