Pixelation
Critique => Pixel Art => Topic started by: konix on February 28, 2007, 02:22:27 am
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(http://img.photobucket.com/albums/v110/konix/sprite.gif)
This is a template I've been working on for some RPG sprites. I'm pretty satisfied with the lineart, but I'm not too sure about the coloring (the back views in particular). Any suggestions?
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The selout to black is far too harsh.
The back of the head looks very flat. This might be remedied with a hilight or some hair.
The back in general looks flat. It's as though you have the lightsource rotating along with him so it stays in front of him. That doesn't make much sense in a game world. For the straight-on views, I think his feet could be moved 1px apart. The front-facing diagonal looks like he's leaning/about to fall over sideways. Try making the far leg straight.
Nice, though. Keep it up.
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Thanks for the crits. I've updated the sprite and started on its walking animations.
(http://img.photobucket.com/albums/v110/konix/sprite2.gif)
(http://img.photobucket.com/albums/v110/konix/anim01.gif)
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(http://art.game-designer.org/pixelart/edit/anim01.gif)
Small edit, but you should take it much further than what I did. If you're going to use 8 frames for a simple walk cycle, make as much unique frames as possible.
(http://www.game-designer.org/projects/blossomsoft/WL/new/ACTION_Bandanna_S_Walking.gif)
Same number of frames, using unique frames...
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I've updated the front facing animation
(http://img.photobucket.com/albums/v110/konix/anim01n.gif)
I've also done the side animation
(http://img.photobucket.com/albums/v110/konix/anim02.gif)
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Maybe his head is one pixel too tall. Also on the side facing sprite, the dark pixels on the nose seem to imply that you an see his other
eye, giving impression head is turned slightly (maybe make more pixels behind ear for 'side' on impression).