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Messages - eishiya
Pages: 1 ... 6 7 [8] 9 10 ... 127

71
Pixel Art / Re: Turtle - problem with shading
« on: March 08, 2020, 09:06:30 pm »
Your image is broken. Make sure you use the URL of the image (i.e. https://imgshare.io/images/2020/03/08/rio.md.png in this case), NOT the URL of the webpage it's on.
You also don't need to pre-zoom your art, this forum has a zoom feature that makes it easier for people to see your art at various sizes.

72
Pixel Art / Re: character concept
« on: March 08, 2020, 01:25:22 pm »
The long arms look more like a mistake than a stylistic choice to me. That said, I think they're only really like 1px too long, and what makes them feel even longer is the sloping shoulders and the arms' thinness. The rest of the character isn't so thin, so they look out of place.

Normal maps really work best on bulkier styles where they have enough pixels to show the form. With a sprite like this, they'll probably just make the character look even flatter, and barely help them stand out. If you must have the dark clothing, try using lighter colours and using contrast to suggest the clothing being darker than it is, and having highlights for the major forms to help the character read well.

73
General Discussion / Re: Question about hiring an artist.
« on: March 07, 2020, 01:14:36 am »
It really depends on the number of unique tiles (which, in turn, depends on the modularity of your buildings, the number of different styles of buildings, the number of different ground surfaces), the size of the tiles, the scale (larger scales mean more tiles are needed to depict the same type of object, and your examples have different scales), and whether the artist will be working from established designs or doing their own design work. And of course, different artists may charge differently for the same style and amount of work due to their working speeds or circumstances. The style and how well it matches the artist's skills will also be a factor, even in the case of those artists who charge flat fees.

Something of the scope of any one of those images would probably cost you in the low hundreds of USD. It's hard to be more specific than that, because it really depends on your exact needs and the artist you find.

74
Pixel Art / Re: [CC] fantasy RPG character
« on: March 02, 2020, 09:22:31 pm »
It's an attachment rather than an embed. Only embeds have the zooming functionality.

75
Pixel Art / Re: How to make wall and floor textures
« on: February 27, 2020, 02:27:59 pm »
Pixel art isn't a great medium for subtle textures as they tend to just look like noise, so you should focus on large-scale detail like stains and big splotches of different colours. Using subtle colour variations can create a grimy look without impacting readability. Grime in general is all about unevenness, don't just fill the walls with a solid colour. A pure solid colour just looks clean xP

I recommend filling our your hallway scene with props and then adding grime, as such things influence grime a lot and can make a hallway look gross even before you add any grime. For example, making the shadows in corners and between objects and walls deeper makes it look like the corners and gaps are filled with dirt. You could add cleaner patches on the walls in the shapes of objects that used to be there.
(FWIW I think starting with a scene and developing the tiles out of it is a good approach in general.)

Some games use a very low-opacity noise layer either built into the tiles or as an overlay, that can be good for things like concrete or a general unpleasant look. Note that this can look out of place if other art is very clean. If the clean parts of your game have a clean style, then the grimy parts should achieve grime with clean, cluster-based effects such as splotches.

76
Portfolios / Re: Riesta - Available for Pixel Art Project
« on: February 25, 2020, 02:14:59 pm »
Please don't bump your thread so often. As a courtesy to other artists, please only do it when it's fallen off the first page. That's part of the rules for this subforum.

Also, you may want to include a few images of your art in your first post. Images get people's attention better than links, especially when they're looking through a whole bunch of threads to try to find the right artist for their project.

77
Pixel Art / Re: Looking For Examples
« on: February 23, 2020, 09:28:28 pm »
"Skirt" is pretty broad. There are many types of skirts, and they move differently and affect the character's motion in different ways.

Try to find videos of people wearing the type of skirt you want (or watch people IRL), so you can learn what it really looks like. Other animations can be useful for learning how to stylise certain things, but if you only learn from other art, you'll also learn the artists' mistakes.

78
Pixel Art / Re: Some criticism in this sprite required :D
« on: February 23, 2020, 09:15:41 pm »
That looks a lot better!

79
Pixel Art / Re: Some criticism in this sprite required :D
« on: February 23, 2020, 05:21:15 pm »
Have you tried using your program's ellipse tool? Circles in perspective have surprisingly "sharp" sides. Your circles' sides are very rounded and that's why they look off, they look more like rectangles with rounded corners.

80
Pixel Art / Re: Some criticism in this sprite required :D
« on: February 23, 2020, 01:21:40 pm »
I think you've made it worse, because now it looks like she's standing on an inline. We're seeing the character from the wrong, but the circles from above.

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