Pixelation
Critique => Pixel Art => Topic started by: Salvage on January 31, 2008, 06:13:27 pm
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Greetings, artists. I'm trying to learn some things. This is my first post here. This original character is hand pixeled directly in graphics gale. C+C if you please!
(http://burningcottage.com/graphic_content/salvage_miner.gif)
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Original character hand pixeled in graphics gale. Looking for C+C please.
(http://burningcottage.com/graphic_content/salvage_miner_run)
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Very nice! There is a lot to like about this piece, and it shows a strong grasp of animation skills. The sense of motion and gravity is great.
There are a few things to be fixed though - his shoulder jumps around quite a bit from frame to frame, and the placement of the "cannon" hand seems as though there's no arm connecting it to the shoulder. Both these things hurt the overall fluidity of the animation.
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Welcome.
I merged your threads.
Please do not make multiple topics like this again, it's the same character, might as well have both things in the same thread. Less clutter.
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@Ben2theEdge: Good point I see what you mean, thanks!
@ptoing: Understood, sorry I'm learning the way of the pixel and its forums.
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I worked to incorporate Ben2theEdge's C+C
Cleaned up some void that was caught in the negative space too.
Please feel free to C+C more if you will.
(http://burningcottage.com/graphic_content/salvage_miner_run_02)
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Here's a small suggestion (alternating with your original).
Remove the inner black outlines (or replace them with a dark shade of the object's color), and just using shading to separate objects, so you'll get more room for detail. With some darker shades than those i've used it could work better.
(http://i49.photobucket.com/albums/f291/TurboLento/Sketches%20various%20etc/salvage_miner_edit.gif)
The character and animation are looking pretty nice!
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Thanks Turbo, yes that is helpful for getting more space
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I took out the inside outlines, and used shading instead to define those shapes. Also used some colors in the palette to try and spice up the green areas with reflected light. Also, redrew the straps and belt.
(http://www.burningcottage.com/graphic_content/salvage_miner_02)
(http://www.burningcottage.com/graphic_content/salvage_miner_run_03)
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Your running animation is top notch and has a lot of character, but in comparisant something just seems a bit stiff about the relaxed state, arms out like he's carrying shopping bags chest out and an expression as if to say 'what are you looking at?'. I'd more really expect this character to have a more believable posture, I've made a rough edit of a suggest of what to do that's pretty easily done without going off on a tangent. I've not focused on every part and what I have done doesn't fix everything but it's a step in what I'd say is the right direction.
(http://img145.imageshack.us/img145/1199/mineryv1.png)
You seem to be shading for the sake of shading and not based on a fixed light source in places, too much shadow between the eyes yet no dropshadow from his hat. Other places too like the pick for example, theres no reason for it to be lit up so strongly, light wouldn't reach there so easily, plus darkening places with pixel art can push it back for our eyes making it easier for us to judge whats closer and further away. Mentioning that why don't you just use black? Its so close already and it really needs that extra depth. I'd avoid using extra shades too when you could be sharing colours, don't do it too extremely though because it can look too samely but some colours just aren't making too much of a noticable difference in this..
Again I've not fixed everything, well to say fix, I just think it could be improved on so much more.
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Thanks for that edit Terley, I really like lots of what you changed, especially the pick and jackhammer arm. Others have said the pose is off too. Guess I really should change it, but no one seems to get that the body lean and leg position is meant to be based on the weight of the pack. On your edit, it looks like you were going for a wider stance, but it kind of reads to me like the leg has moved forward, rather than just wider, and that would make him fall backwards because of the pack weight.
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I dont think the shades I used are reading right to people, so I redid them.
(http://www.burningcottage.com/graphic_content/salvage_miner_avatar)
(http://www.burningcottage.com/graphic_content/salvage_miner_run_B)
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Thanks for the feedback everyone. Trying to make the idle pose less stiff, so its animated more now. Also redrew the face, and chaged the reflected light on evreything. As always c+c appreciated, please.
(http://www.burningcottage.com/graphic_content/salvage_miner_animation)
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I think this piece is done. Still taking c+c though. I did a vista default version to learn sometihng about the palette.
(http://www.burningcottage.com/graphic_content/salvage_miner_animation_vista.gif)
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Using such a light, yet vibrant blue for outlining isn't doing that any favours salvage, just think if your character is on a backdrop without the deep contrast he would just be lost unless your backdrop was very dull, making the game all in all seem faded.
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I did a vista default version to learn sometihng about the palette.
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This is very good but i was thinking the side view is inconsistent with the front view. The way the backpack is attached on side view looks like there is straps and no belt. The detail on the side is much less than the front. In terms of shading for example there isn't the slightly darker green line on the bottom of the pants for all frames. Might be just me but head seems smaller on side view.
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I did a vista default version to learn sometihng about the palette.
dude, I can read.. Im saying using that blue for the dark outline isn't doing it justice, plain black would work better, even for a palette test.
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@terley: I see what you mean about the outlines.
@sharprm: Thanks, trying to see what you mean about the front/side views. Guessing you are refering to idle/run. So the belt and details are not reading in the run animation?
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(http://i39.photobucket.com/albums/e199/sharprm/run4.gif)
Basically meant if you put them side by side do they fit? Probably adding more detail to shoes is not a good idea, but I suggest you make sure that you have shaded the legs and belt consistently between the two views. Also think the side view head is too small.
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Thanks for the help :)
Tried some punched up colors, adjusted head size, tweaked belt
(http://www.burningcottage.com/graphic_content/salvage_miner_newani.gif)