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Messages - Joel
Pages: 1 2 [3] 4 5

21
Pixel Art / Re: Avatars!
« on: March 03, 2009, 05:29:05 am »
Eyes are too large, cheeks are also a little too puffy.. these two things alone will probably create much more likeness of the reference. Great start however :) Hair-wise you will probably want to give it overall lights and shadows and then selectively lighten prominent strands/groups of hair that catch more light, which you've already begun. It might also help too look at relative proportion, at this point you can see that from the angle we are seeing, the distance between the top of her head to just above the eyes is about the same as the distance between the top of her eyes to her chin, if you raise the sunglasses a few pixels it should look more correct.

Probably more I could comment on, but that's all I have time for now :) Good luck!

22
Pixel Art / Re: jap. school boy.
« on: March 02, 2009, 11:38:25 am »
At 1x, this sprite is barely readable; it somewhat hurts my eyes to even try to focus on it to see detail. At 2x, it's a little better but it's far too thin for a sprite of it's height. I would suggest creating a bigger sprite. Perhaps more like 24, 32 or wider in pixels. If you want to create small scale sprites that still have good readability, I would suggest studying the characters made in older RPG games that were not much taller than yours.

23
Pixel Art / Re: Catch As Cat Can Mockup.4
« on: March 02, 2009, 11:20:22 am »
I don't visit/post at Pixelation often, but I couldn't help but notice that you are being somewhat stubborn when given critique and advice. You are concerned that people's edits change your work too much and obviously you want to keep some certain style. (Which of course everyone likes to do.) Well you've passed the first barrier of asking for or being appreciative of critique. You now need to learn to take that C+C and use it; to apply it. If your concern is that you are going to lose your own little style, you need to realise that regardless of style, sprites must still make sense and be readable, and that any pixel artist should be able to put their own style on a work while applying C+C given by other talented pixel artists who are kind enough to shed some light on how you might improve your work. Otherwise, you are wasting their time while they try to give help to someone who wants it, but doesn't really want to actually use it.

The sprite itself is not bad at all, but very minimal progress is made on each consecutive edit you make.

24
Pixel Art / Re: Tank [WIP]
« on: October 27, 2007, 06:00:53 am »
The lines are a good place to start. They were rather thick to begin with, fine from unpolished lineart, but if you are going to colour it and give it a finished touch, the lines need to be smooth and free of "jaggies". While doing so, maybe you should think of other details that could give the people a little more to look at with the tank, to give it a bit more life.

25
Pixel Art / Re: ORC-HUMAN - Big Character/Anatomy [WIP]
« on: October 20, 2007, 02:14:17 am »
Is he supposed to be stepping on something? Is that why the black line has been placed at his foot?

Upper body anatomy doesn't seem bad, his arms appear too short from the elbow down or a bit fat rather than muscled/defined.
It seems that the bones of his legs attach to his pelvis at the bottom of it's 'point' rather than sitting in their sockets, which makes the legs seem too low from where they join. Again, the legs seem short from the knee down.

The shading is too highly contrasted, making the muscles seem like they are 'sewn' into him, the definition far too great in them. Not sure how to explain this, perhaps someone else could. Sherman Gill is correct though, the shading of the muscles is too detailed.

Keep working on this one, I think it has great potential.

26
Pixel Art / Re: Subpixel Experiments
« on: October 20, 2007, 02:08:21 am »
Does sub pixel rendering make anyone else's eyes feel like they are bleeding?
On the other hand, I read that article and realised that it is a handy tool but a little too much to think about, especially if we can't edit these sort of things at a normal level of magnification, because for pixel pushers we need a 3x3 square to represent each pixel.

27
Pixel Art / Re: Delta Force
« on: October 20, 2007, 01:58:49 am »
This is .. amazing work. Handheld console standard, if not better than many games out there. Don't give up with this one.

28
Pixel Art / Re: [WIP] Demons [nudity]
« on: July 13, 2007, 02:47:16 pm »
I can't believe no one has replied to this thread yet. The dithering and colouring are both amazing, I love the ambient green highlights on the third image. Generally that second image is anatomically fine, unless you're a nitpicker, I don't think many people would notice any anatomical flaws at all. I think you should continue with it, if you feel there are anatomy issues, fix those, but please continue with it, it looks great.

The third image would make an excellent avatar or character portrait.

29
Pixel Art / Re: Sand Man - A work in progress.
« on: February 01, 2007, 01:37:53 pm »
They look as if they were on completely different angles, sort of..

30
Pixel Art / Re: Turtles emotes
« on: November 06, 2006, 08:51:48 am »
My main critique is that the shading appears pretty grainy at 1x. You might want to try studying other styles of colouring to find a way that you might make them appear more vibrant and smooth, because the shading at the moment sorta sucks the life out of them and makes them look like wrinkly old turtles.

They are still cute! Another thing would be that the feet and hands are very square and that doesn't quite balance with the rounded head.

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