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Messages - Zia
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61
Pixel Art / Re: [WIP] Tennis player -> Rafa+Roger
« on: August 13, 2014, 10:16:32 pm »
Is he meant to be running here? I think you should look into having more shading on the legs to indicate position. It's hard to tell where all the body parts are in relation to one another with the current flat colouration. Until AshCrimson mentioned it, I didn't even realize there were two skin tones at all - they really blend together!

You might also take a look at some references. People who are running tend to have their arms closer to their core, and their legs tend to bend a bit more at the knee and hip in their stride. Take a look at this:


62
Pixel Art / [C+C][WIP] Stone tiles in an isometric tileset
« on: August 13, 2014, 10:03:53 pm »
I'm having a lot of trouble coming up with a one-high stone tile that fits with the overall aesthetic of this tileset.

Here's the tile I have right now:



Here's what it looks like in context:



And here's a great big block of it:



I'm just having trouble getting it to looks like rock should look. Thanks for any help!


63
Pixel Art Feature Chest / Re: Perspective Homework - Help
« on: August 12, 2014, 02:19:06 am »
It has a better shape to it. It actually looks recognizably like a building now! :) I will say that I think traditional art might be a bit better suited to gaining a general understanding of perspective in this way than pixel art it - try looking at some pictures of buildings from different angles and sketching them yourself to get a feel for how you look at things from angles.


64
Pixel Art / [WIP][C+C] Isometric Boreal Forest Tileset
« on: August 05, 2014, 10:41:33 am »
I'm working on developing tilesets for an isometric game. I'd love some critiques on how it's all pulling together - thoughts on colour palette are particularly welcome, as it's the area I've been working on most.

Current colour palette:



Test map:



and a more spread out image so the foliage is clearly visible on its own:



Do note that the roof of the house is currently just stub tiling - even the house blocks themselves are likely going to be reworked. Does the slightly mint-toned colour work for them, though? Does that look off? Would it be better for the window glass to contrast more and create a "shinier" feel to them?

Trees currently have a fairly impressionistic feel - the tree on the left in the second image feels really abrupt at the base and on the right of the top. I think it would be better to have this feel a bit more fluid to go with that. I'm not sure if the tree on the right has lighting that makes a lot of sense, nor am I convinced that the way it all seems to come out from the center feels correct.

I'll also be creating edging and transitional tiles between grass and plain tiles, but I'd prefer to get the basic form down before making all of those. Any general thoughts on this?

65
Pixel Art Feature Chest / Re: [WIP] Tree practice
« on: August 05, 2014, 02:02:22 am »
I actually really like the amount of colours that were present in the first attempt. It gives it a really unique and impressionistic style - it makes it stand out and have a real personal flair to it. I think this is a case where I might encourage you to stick with your original, broader palettes. That's really a fairly personal opinion, so it might be one you discard. The trunk in the second edit is definitely formed better, and the shading feels more natural.

66
Pixel Art / Re: Magika Style Wizard
« on: August 01, 2014, 10:37:05 pm »
I made a quick edit of your wizard:

I feel like you're relying too heavily on dithering as a method of shading. Dithering is one of those things that is easy to learn, hard to master - it's a simple trap to fall into. For sprites like this, using colour block shading is probably going to net you better overall results.

Most of your shades don't have very much contrast. To lend a feeling of volume and depth, it's better to "make it shiny" - don't be afraid to use very light colours to indicate ligh. That being said, it's better to avoid pure blacks and pure whites. They just tend to feel "off" in an image, though there are of course exceptions to this. In your image, pure white especially felt strange given the amount of shadow and the sense of ambient darkness.

Robes are flowy and don't just poof out and sit still like a hoop skirt. Your magician is meant to convey a feeling of mysticism, of eerie power! Their robes should always have a sense of movement and... possibility? to them. Try to avoid making them feel stiff. The arms, particularly the one that isn't outstretched, felt rather robotic and stiff as well. I made the shoulder more rounded and the arm moved a bit further back.

Your hood felt unnatural in how it lay. The top lip should bend down a little bit more and fall around the face - or black abyss, but well. :) I'm not totally happy with my edit of the hood, as the top lip feels a little thick, but it should convey the idea.

The face felt like it was facing a different direction than the torso and the hand. I reshaped the face-abyss to appear to be looking in the same direction as the hand and torso.

I would also recommend trying out some colours! I assumed you wanted to keep it more or less grayscale, so that's what I did. Here's one option of how you might colour our intrepid wizard, however. Generally, when shading with colour, just keep in mind shadows should be more blue and light more yellow. Not a hard and fast rule, but for when you're ready to start looking into that.

I hope this helps a bit, or at least gives you some ideas! Happy pixelling :)

67
Pixel Art / Re: [WIP] Working on a desert tileset, need help.
« on: July 31, 2014, 03:24:27 am »
To be honest, I'm not totally sure what I'm looking at there. Is it a rock? If it's a rock, what are those tendril-y things? Is it a plant? Maybe even an insect carapace of some sort?

I think it might be worthwhile for you to take a look at some other pixel art similar to what you're wanting to do, as well as check out some reference pictures. Maybe start on something small - for example, say "I am going to make a rock" rather than start with "I am going to make a full desert tileset." When you can make the individual components at a higher quality on their own, that might be the time to look at making a whole map's worth of assets.

68
Pixel Art / Re: Help with animation and art
« on: July 29, 2014, 08:29:11 pm »
I took a stab at a quick edit of the bra-and-panties version of the character.

The gore of the bra (the bit that connects the cups) felt very wide-set in your original image. Real bras tend to have closer set and often higher gores, though a high gore would reduce readability too much and make it look like a flat straight-across bandeau.  I made the cups a bit larger and fuller, to indicate the shape of the breasts and to make a narrower gore. I also removed the really dark shading there, which I assumed was meant to indicate cleavage (?), but ultimately just looked... kind of like chest hair. I kept some lighter shading. I recommend looking at some pictures of women in well-fitting (as in, don't google Victoria's Secret or something) bras for shadow reference. Warning, the following link is a picture of a woman in a bra: image. Note how there's really not all that much shadow or true cleavage there. The art style you're going for will benefit more from looking at examples of well-fitting bras rather than trying to indicate anime-style cleavage.

At the risk of turning them into full-on granny panties, I raised the sides of the panties a bit to help indicate her waist, since I felt that wasn't particularly defined.

I also lowered her head a little bit - previously, her neck looked really broad, almost like a weight-lifter or something. Lower it allowed me to narrow it without turning it into a giraffe neck. I will say I'm not quite sure if I like this, though, as I feel as though it comes at the expense of a bit more stiffness to the sprite. The original way the neck sat felt a bit more relaxed.

Finally, I made her back arm a shade darker overall to indicate a bit more depth.

For the animation: I feel like the torso and hips are very stiff. They should move with the character as she walks, not remain static. The feet might also benefit from a bit more attention in particular - the way she sets them down and they never change shape is a bit reminiscent of a horse? The human foot is much more fluid and will bend upon impacting the ground.

69
Pixel Art / Re: Krillin needs improvement
« on: July 29, 2014, 06:25:07 am »
As already mentioned, you should definitely look into creating images with more contrast. At that image's real size (32x32?) those colours will fade into each other and appear almost solid.

The character's stance is very stiff. It's hard to imagine him moving - he looks like a billboard or a carboard cutout. Try googling things like "fighting stance" for some references. I honestly can't tell if you're going for "thug" or "ninja" here, since a thug would tend to have a less fluid stance, but the clothing would tend to suggest ninja.

Your shading doesn't create much sense of fabric or true shadow. It's hard to determine what some of the shadows should convey - remember that clothing in real life wrinkles and doesn't have clear shadows. It's a little "ruffled."

Here is a quick edit I did that fixed the stance, some of the contrast issues, and tried to give shadows with a bit more "depth." I assumed your were wanting 32x32 sprites and kept with that. I also made his bald head shiny!

(blown up for ease of viewing, since I've found the website's largening feature tends to blur things)

and actual size:

After staring at this character for a little bit, the colour palette reminded me a bit of Avatar the Last Airbender,  so I turned him into Aang just for shits and giggles.

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