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Messages - Fizzick
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141
Pixel Art / Re: [WIP][C&C] Medieval Fantasy Characters & Classes
« on: May 14, 2014, 08:56:44 pm »
I liked the version of the pose where the back arm is more concealed behind the torso. Otherwise, 4 colors for hair and 3 for skin is slight overkill. I would use 2 of those skin colors per 'block' of skin, and only two or three for the hair. I would still make the heads a little thinner. Your armor looks like skintight shirts printed with a chain mail pattern. You would have similar shadows, but not as defined and it certainly adds some thickness/bagginess to the appropriate areas.  Most of your equipment (even the helmet) is skintight like hat and it makes it look fake. I would refrain from making so many characters before you have a solid base for them.

142
Pixel Art / Re: [WIP][C&C] Medieval Fantasy Characters & Classes
« on: May 14, 2014, 12:44:37 pm »
I would say the overall sprite is starting to look pretty good, but the face/head looks pretty wrong bad. Look up some head refs and get the shape right

143
Pixel Art / Re: [WIP][C&C] Medieval Fantasy Characters & Classes
« on: May 11, 2014, 10:32:21 pm »

opened it up in photoshop and had at it, only used 1/2px pencil brush and text. keep in mind i am no expert on anatomy, but that's some of what helps me sometimes. i didn't point out all you did right, but it's there. if anything is unclear please ask.

144
Pixel Art / Re: Very new. Looking for some C+C
« on: May 08, 2014, 08:49:08 pm »
lil too much AA on the sphere. sometimes you don't need dithering and AA, crisp edges and smooth blocks of color can look really satisfying

145
Pixel Art / Re: Samus from Metroid Sprite
« on: May 08, 2014, 06:24:57 pm »
I am going to ignore your request and bother you about using someone else's work as a base. Before you git gud at shading, git gud at construction. It would also be rejected from any site that enforces such things, and wouldn't be suitable for use in a decent portfolio. :crazy:

146
Pixel Art / Re: Combat pose: need an help! (WIP)
« on: May 06, 2014, 04:59:32 pm »
Sport fencing isn't always a flawless indicator of historical styles, but epee and sabre especially are somewhat linked to them, at least in the most basic way. you would have your sword raised, knees bent, and your body leaned either forward or backward about 20 degrees. I prefer the forward position.

EDIT:
Think about having the character having his weight more on one leg than the other.

147
Pixel Art / Re: More my Usual Style
« on: May 02, 2014, 01:20:43 pm »
No, the issue is not with the pose, but the sillhoutte. Characters in the same pose can still have weaker or stronger sillhouttes, without variation from your intended body pose. You should make an effort to incorporate his criticism.

Always remember that style comes in only second to technical skill. You should work to develop your skill, and a unique style will come naturally!  ;D

148
Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprites
« on: April 28, 2014, 01:51:16 pm »
I have two complaints. The first is that most of your characters look the same,Cnut with different hairstyles, costumes and heights. Palette variation is a good cue for differentiation, and silhouette comes just as important.

For the animation, I see very little commitment to the attack from the character's body. Typically before a forward movement there is a windup to gain momentum. I would have his arm bent until the second half of the swing, and definitely get his body and legs more involved.

149
Pixel Art / Re: Cyclops shading
« on: April 27, 2014, 03:09:51 am »
Definitely looks a ton better!

One caveat I want to mention about getting into pixel art solely for the appeal of minimal palettes is to not realize what is truly "minimal" in regards to the style of art you're going for.

-everything else-

I agree with you in part, but truly it varies greatly from work to work. It is not always necessary to use more than three shades/hues for each color in a sprite, though it may be called for. If the cyclops truly is only orange, four shades should do fine.

In addition, limited palettes are not solely for the purpose of mimicking retro game platforms. It can also be used as an exercise in minute color control, and overall piece unification through 'webbed' palettes. In this case the emulation of technical limitations serves as an arbitrary number rather than an artistic facet of the work.

But I don't claim to be an expert on the subject, and everyone limits for different purposes.

150
Pixel Art / Re: Bruce Campbell portrait WIP
« on: April 12, 2014, 02:02:47 am »
you should block out shapes and color forms to a point where you are completely satisfied before you start more detailed rendering.

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