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Messages - eishiya
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291
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 10, 2018, 02:39:02 pm »
I don't get the "hey, isn't that my stuff?" feeling from it, so I think you're fine xP

Your variant tiles have very similar shapes to the "base" tiles, so they don't really look different. Try to vary them more by having the "intruding" colour take up much more or less space.

For the door, try having some larger rocks around it, or some lighter ones, so that it stands out?
Also, it looks very artificial because it's so square. Give it a rounder shape, and let the rocks break up the smooth silhouette.

292
Pixel Art / Re: Help me improve my dumb tree!
« on: October 10, 2018, 02:31:14 pm »
I usually go for lighting from above (for exteriors) just because that tends to look natural even at sunset/sunrise since there's always the sky reflecting light from above. I like to add extra visual interest through additional fixed light sources (torches, etc). Scenes tend to look repetitive and boring after a while when they're made up of entirely all-purpose tiles anyway, adding custom sections like that helps a lot. Such light sources also help distract from the unchanging light direction on the other parts of the scene.

If the day/night cycle is fixed rather than dynamic (e.g. it changes during map transitions rather than while the player is just waiting on the same map), then I'd make different versions of the different tiles for different times of day.

Another, more difficult, possibility is to do truly dynamic lighting via normal maps (created with something like SpriteLamp).

293
Pixel Art / Re: Help me improve my dumb tree!
« on: October 09, 2018, 10:22:54 pm »
You can avoid the pillow-shaded look while keeping the (intended?) diffuse frontal lighting look by being more careful with how deep the various shadows are. You're going full dark to full light on every "segment" of the tree, which makes it look flat. Reserve the darkest shadows for the deepest crevasses, and the lightest highlights for those parts of the tree that face the sky (such as the tops of the roots, but not the front of the vertical part of the trunk).

Also, consider if you really need all that texture. Surface texture obscures form, and the effect is even more pronounced in pixel art where the spatial and colour resolution are limited. Sometimes, a textureless surface on an interesting, well-defined form looks better than something with a detailed surface texture.

294
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 09, 2018, 03:16:40 pm »
Oh, so you did! I guess that's why I only thought of it now and not before - the walls already looked great :'D

295
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 09, 2018, 12:46:39 pm »
Looks a lot more cohesive :D
Looks like you stuck rather closely to mine as a blueprint, and even kept some tiles practically the same (the ones used on the far right), but the ones you changed look a lot better.

The props work well to break up the solid areas without overdoing it.
It looks like you've gotten the hang of doing blocky rocks, these are a massive improvement over your first tries in this thread. To push them even further, consider making the very large surfaces chipped/irregular by breaking up the straight colour edges in a few spots (not too much, to keep the overall blocky forms), e.g.:

296
Pixel Art / Re: [WIP] I pixeled my DnD character..
« on: October 08, 2018, 09:58:11 pm »
I was going to make an edit, but your work isn't posted at 1x, making editing a hassle.

I see the hair now. I think it could read well if it were thicker, and perhaps not outlined (skipping outlines allows more space for the hair to read like a flat lock rather than a tube).

The skirt could read better if you shaded it according to the form it covers rather than pillow-shading around the edges.

For the cape, perhaps try making it cover more of the shoulders, so there's enough of it visible that it doesn't get lost in the details? I think that's the recurring problem with the cape and the hair, they're both so thin in places that they read like outlines or parts of gradients rather than as separate objects. The head-band looks good being a pixel thick because it contrasts well with the hair and no part of it blends in with anything, but objects of lower contrast need to be larger to read well.

Edit: Here's a quick edit with some suggestions for the cape, hair, skirt, and de-pillowing on the legs:

I also merged some of your redundant colours and got rid of a few highlights on the hair that I found distracting.

297
Pixel Art / Re: [WIP] I pixeled my DnD character..
« on: October 08, 2018, 07:35:15 pm »
The "chain mail" reads more like a sequin or otherwise sparkly fabric to me, to be honest. Chain mail is not something you want anywhere near your skin, so chain mail outfits are usually bulkier to allow for adequate padding, so skin-tight clothing just doesn't read as chain mail to me.

I like the changes to the design from a visual standpoint :D I'm having trouble parsing them as actual items though. What is the light thing? What is the dark line running down it? What's the red thing on her back, and how is it attached?

298
Pixel Art / Re: Help me improve my dumb tree!
« on: October 08, 2018, 03:52:24 pm »
Moss tends to grow in thick clumps, so I think if you avoid dithering between wood and moss and instead keep the moss in all-green chunks with smoother/undithered edges, it'll look less like spew.

299
Pixel Art / Re: [CC] Gargoyles
« on: October 08, 2018, 12:24:43 pm »
I think for this pose, the back should be more sloped than you've drawn it in side-view. This also means the lower abs in the front view should be darker, so show they're further away and in shadow.

300
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 08, 2018, 12:23:27 pm »
The drop shadow looks nice :D

I'd really prefer you made your own base tiles instead of using my own, so that you can apply what you like about mine in your own work and make sure you understand it. Plus, mine are a bit noisy since they were intended as just a proof of concept.

I like the new tiles you made, although there's one issue I see - you're using some vertical rock shapes, which makes the floor look like we're seeing it from directly above, rather than somewhat from the side. Keeping all the shapes horizontal helps create the illusion of perspective.

For making new tiles, consider making your rocks have sharper corners instead of having them round like mine, so that they look more like the tops of the rocks in the walls.

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