Pixelation
Critique => Pixel Art => Topic started by: Sersch on March 22, 2017, 11:54:18 pm
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Hey, i tried some kind of a mix of pixel & concept art. Working with this amount of pixels is quite unusual for me as i do mostly 16 bit like sprites. Its an Adventurer:
(http://i.imgur.com/89TonYs.png)
Any kind of critique and suggestions are very welcome!
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Looks solid to my eyes design ways, but the grey gloves kind of meld into the red of the cloak a bit. Makes it look like it's a pauldron/shoulder guard rather than a gloved hand!
Also, go back over the shading while keeping the light source in mind. It's hard to tell if it's coming from above-left or middle-left because of some inconsistencies on the brim of the hat, the scroll, and the gloves.
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Thanks for the suggestions, tried to incorparate them and did some other little changes:
(http://i.imgur.com/fyT6fEh.png)
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I'm afraid I'm not seeing much difference here, mate! Keep tweaking it, best i can say for it is the right glove melds in slightly-less.
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There's not a lot of contrast between the medium shade and the dark shade on the robes. It almost looks like one flat colour unless you zoom in or look closely. As well the outline colour of the left (right?) shoulder (the one with the shield) is a little awkward.
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After a longer break i worked on it again, and he also got a mate, a spectral wolf:
(http://i.imgur.com/EGdRUIs.png)
(http://i.imgur.com/zuWrSdS.png)
@Petrichor: actually it is supposed to be a backpack and not a shield :)
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16 bit version of him, to be used in a game:
(http://i.imgur.com/NN5gZi1.png)
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Run Animation:
(http://i.imgur.com/ktFZW16.gif)
Jump Animation:
(http://i.imgur.com/EErPdbW.gif)
edit: seems like the forum zoom feature isn't working for .gif or am i doing something wrong?
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The jumping looks very floaty. The character seems to have a near-constant speed for most of the arc, starting to slow down fairly late in it. I think it'd feel more jump-like with stronger gravity but a higher initial jump speed.
Zooming works for me, by the way.
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Ok it works fine for me now aswell.
Yeah i need to work on the physics a bit still.
I started doing the pixel version of the spectral wolf today:
(http://i.imgur.com/eYoqF85.png)
I also created an particle effect for the ghostly flames
(http://i.imgur.com/MPcuaMM.gif)
while i like what i achieved with the particle effect there, i think i need to polish the base sprite a bit more before i animate it. Also not quite sure about the colors yet. Suggestions are welcome!
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Edit: (http://i.imgur.com/r1lrVwW.png)
Not really sure if I like everything about my edit. But the biggest thing is that those 3 neckspots look pretty bad in the original, I tried to make it more of a mane, and use that to define the head. I think I succeeded in that regard. Other than that you have a lot of colours, I tried to unify those more, which means re-useing them. I also tried changing the eyes, because I usually don't like small eyes, but my edit isn't even an improvement on that.
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Proportions/anatomy of that wolf are way off.
*Tail is far too short. (Should reach or almost reach the fibula)
*Back pair of legs has a far wider upper leg than the frontal pair. BOTH pairs of leg shouldn't be widening this early (the whole toes to first curve in the leg is the foot. The lower leg isn't much wider than that; it's only the upper leg--and even then only really this more for the back legs--that's more ham-shaped)
*Back legs show significantly more of their "curve" than front legs in a standing position like this.
*Distance between front and back pair of legs is ~2-3 times the widest part of the back upper leg.
*Back legs should "merge" with the body at significantly higher height than front legs. This is because the torso "tapers off" towards the back, seeing as there are no ribs there.
*Neck starts at approximately the same width as the frontal legs and extends significantly forward from the torso. No part of the head is 'on' the torso but rather in front of it.
*The height of the head at its highest, ears excluded, is only about 2/3rds that of the height of the torso.
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I want to chime in to disagree with silenia, on the basis that the innacuracies make for a more appealing cartoony design. Gives the pup a squat yet cute look!
I'd change the tail some, but otherwise take notes from kaligula's lighting changes for a cleaner design.
Keep it coming, I really dig the effect you've done on the fire!
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Thanks for the suggestions!
@CFKalingula: The idea with the mane was especially great. Here an iterated version:
(http://i.imgur.com/4mWu9lj.png)
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You could have the best of both worlds with the mane by making it a single cluster, but with a rough edge:
(http://i.imgur.com/T2Q1vTr.png)
I also edited the tail to be a little longer. Think of the swooshy animation possibilities with a longer tail!
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yeah that looks pretty good too, now i'm undecided :)
The tail looks definitely better, but i made it short with the hindsight of using the particle effect as an extension
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I somehow managed to completely blank on the particle effects despite thinking they looked awesome just yesterday. Ignore the tail suggestion, oops.
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Combat idle animation:
(http://i.imgur.com/3CiQ8ep.gif)
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Ok i worked a bit on the spectral wolf again since i wanted to change the angle he looks a little bit to make it more in line with my other monsters:
(http://i.imgur.com/SuSeAu5.png)
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Though the body changes look fine to me, I think it would be best if the head stayed looking forward (i.e. in profile, it mostly in profile). Unlike the monsters, the wolf's got places to go, things to see, and looking at the player makes it look like it's not a character that should be moving. The profile also makes a better silhouette.
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Run Animation:
(http://i.imgur.com/ktFZW16.gif)
Jump Animation:
(http://i.imgur.com/EErPdbW.gif)
edit: seems like the forum zoom feature isn't working for .gif or am i doing something wrong?
What software did you use to make the character move around the level?I'm looking for a software to make platformer games