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Messages - Cyangmou
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851
Pixel Art Feature Chest / Re: [WIP] Battle Sprite(s):Wangsta Chick
« on: June 25, 2012, 08:43:29 pm »


As already pointed out, she's completely out of balance - her weight passed both knees. Even if it'd be an extreme of an animation, it would be to much but you want to have a neutral pose. If she's be leaning against a wall, all would be fine, but for a standing pose it's simply too much. CHeck out some reference photos for a more accurate pose. You just have to re-draw the legs.
Another thing I just wanted to know: Is it intended that she has arms like a midget? I don't know but I think it's fun to draw gangstaz with arms like midgets and I really like it.

852
Most of the LoZ graphics are very awesome. The style looks simple, but this don't mean that it's simple to make. They got all their bascs right and as I showed in the tutorial with the box, there is no difference between a simple style and a detailed style, if it comes to some of the very basics. Just to underline it: the LoZ basics are done right (except stuff which looks better for their style, but that's about breaking and banding rules)
If you prefer SD3 or LoZ is also just personal taste, both games are done pretty professional. 

I don't think it's very productive if you start working on enemies you will only see in one particular level in the game. It's more important to work on proportions and the general impression of size first. One of the most important things are proportions. Not only the proportions for one thing, but also the proportions from one thing to another (e.g. your molerat is kinda big compared to the chicken) and if you can name me something which is better fitting for the base scale as the main hero? The HUD and the main heros are the 2 most important things of every game - simple because they are displayed during the whole game. If the HUD or the char looks like crap, the game will look like crap. All the other stuff can be the most beautiful stuff ever, but it won't count.
Because of that I ask you once more. Why don't you want to start with the charakters? (Yeah of course drawing humans can be scary, but I think you can learn also a lot from it ... and RPG chars are really far away from humans and don't scary after all. You'll have to face this problem in some time).

I also won't concentrate on fancy stuff like "cleaning" lines first. It's just a huge waste of time as long as the basics arent right. If you ask me I won't be able to make out any difference between your fox 1 and 4 (1:1, just by glaring over it, I had to read and look at it longer).
Final details are just giving your art a polished look or a different style. You can Avoid banding, use AA and dither as well as every other pixel technique on a obvious wrong base, this won't improve the drawing.

Using these techniques on a base which is alright, let it look even better. (I don't say that it isn't possible to hide your poor drawing skills behind pixel work, because it is (!), but everybody who knows the basics or thinks 3 dimensional will see your mistakes within the first glare.

The good thing about 3/4 charakters is that they also don't need to be exactly in this perspective. This would also be a pretty bad idea, because it looks odd (ceased by the not very natural viewing angle) but it doesn't mean that you should avoid depth of space everywhere it's possible. Drawing is about form control, pixel-art is about pixel-control. This can get really challenging.

If you take a look of my edit, I removed all the stuff you don't need necessarily. I simple used 6 colors and the outline is black. I worked at the perspective and the forms and tried to add depth. BTW I really love the design of the creature. Now it would be time for AA and co.
If you look at both sprites you can see the differences at the first glare.
It also don't hurt to add eyes, or turning the whole sprite a bit. This just emphasizes the impression.
And keep in mind that enemies are animated, the movement is even more important than the quality of the sprite.

comparison:


sprite:

853
I don't know if you are working on a game, but if you do so, you should definitely stick with the smaller resolution, not at least because the higher res really shows how inexperienced you seem to be at drawing. There isn't any problem with drawing things with pixels larger as long as you know what you are doing. The lower resolution also saves a bunch  of time, saving time means more context in less time, which is pretty good for any game.
It's pretty hard to imagine how the stuff works as long as you don't have a charakter. Your purple blur of color seems to be a start, but it's not really outworked.
Why do you start with the fox? Is the fox more important than your hero?

And yeah, your art looks like random ms paint drawing, that's because you try to redraw the Zelda stuff in a higher resolution, neither understanding how the style works, nor how to achieve a similar sense of depth.
A style comes from experience, and also a very simple style has it's own rules.

Just to give you some examples why it's not looking like the same:
-the fence has more details than the other stuff
-the fence has a brown dark ouline, the stone a soft gray outline, all the sprites a black one, the other tiles none
-the flowers use AA, most of the other things not
-most of the things has a derk green shadow, the smaöö stones not
-your cluster technique isn't controlled, which gives all a very WIPish and sloppy appeareance
...

or to bring it down to some important points
-light source isn't consistent
-perspective isn't consistent
-amount of details isn't consistent
-technique isn't consistent

But hey, that's no problem, you recognized that it don't fits together and that's a very important thing to start with some enhancements.
First choose your resolution wisely. I already wrote some important things together in a WIP perspective tut thread here, which should help you with some of your problems.
http://www.wayofthepixel.net/pixelation/index.php?topic=14148.0

854
General Discussion / Re: Official Off-Topic Thread
« on: June 18, 2012, 10:56:21 pm »

855
Pixel Art / Re: tutorial sprites
« on: June 18, 2012, 09:46:34 pm »
should be self-explainable. Is it?


856
Pixel Art Feature Chest / Re: Rock Monster
« on: June 18, 2012, 07:24:30 pm »
First get your basics right, a construction could help, the sideview is easier to draw.
Then block in your colors
And maybe add some details.
It's just roughly blocked out, but I hope you got the idea how it is working. I already showed you how to make it with the tree, it's completely the same here.




857
General Discussion / Re: Pyxel Edit pixel art editor
« on: June 18, 2012, 06:07:14 pm »
The problem with pixothello and the tablet was the cursor. Unless as in "professional" graphic programs the icon haven't changed in the working field (you saw the default special-tablet icons for each click which was nasty to draw) and the programm get horrible slow if you were drawing with a stylus.

I'll test out your software in at least 2 days and give you some feedback to your software.

858
General Discussion / Re: Pyxel Edit pixel art editor
« on: June 18, 2012, 11:06:48 am »
The problem which I had with pixothello is that it didn't work right with a graphics tablet. Have you coded anything for that?

859
overworked the tutorial part 2 & 3 and widened the examples. I wasn't at home the whole day, but you'll get a pm soon, Grimsane.


860
Pixel Art / Re: tutorial sprites
« on: June 16, 2012, 07:22:06 pm »
yeah the  bench, I am not quite sure what to do with it, as I said something is bothering me at it. Maybe I won't render it, to its finish.

Now I revamped the chars. I am very proud of them, not at least because of the face.


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