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Messages - astraldata
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51
Pixel Art / Re: Critique for Mushroom Monster
« on: September 24, 2017, 07:08:05 pm »
I'd make it lean forward a bit so that the shoulders can go back to a more natural pose (and still have the arm drag) so that it's more apparent the eyes are "crying" as an attack -- the silhouette is the only thing that's hurting this more than anything, because the shoulders just don't appear to exist at all and the arm coming from between the back legs destroys any hint of that actually being another arm behind it.

This is a great concept but I'd hate to see it finished so early -- it only needs a little more work to have a really great piece!


52
Pixel Art / Re: [WIP][CC]A little kobold, struggling with leg/arm anatomy.
« on: September 24, 2017, 07:03:18 pm »
First off, keep in mind, the way you constructed your image (outlines) vs. the way your reference was constructed (color) are fundamentally different, so you won't be able to mimic it without starting over entirely on the body.

What I mean is, your reference was created with a silhouette first, then light was added on the protrusions that came out of the shadows.

If you don't believe me, note that the number of colors your reference used on the lighting and shadows -- 2 for the foreground and the shadow of the foreground legs and a darker one for the background tail highlight and shadow respectively.

The anatomy isn't what's hurting you -- it's the lack of any 3D form that's making this look flat.

You could help yourself by using a higher contrast between your midtone and shadows and completely eliminate your highlight color because it's doing absolutely nothing for your 3D form (it's way too hard to see!) -- and your back leg is the exact same brightness as your front leg so there's no shadow or ambient light anywhere to help us see its true shape or depth.

Hopefully that helps give you a good start!

53
Pixel Art / Re: Game's sprite -[CC] - (Parodianus 2-horizontal shmup)
« on: September 24, 2017, 06:50:11 pm »
Much more 3D looking with the highlight and the consistent shading. -- Remember, light doesn't move around that often in real life, and with pixels, all you're doing is simulating where the light falls and how it reflects or diffuses. The key term there is "reflects" because that's what you're simulating with pixels. It will either reflect fully or break apart across the surface (scattering like lots of tiny ball-bearings).

The only difference with pixels vs. real life or a 3D program is that you have an additional job as an artist:

Make it *read* well.

So keep in mind that there are planes on the body of your subjects -- they are 3D forms -- and the light hits some of these areas more directly than others. In the places where the light doesn't hit directly, unlike in a 3D program or reality, you can play with the highlights and shadows to give it the kind of "read" you want it to have so that it comes across better to others.

In your turret animation, there is a LOT of detail around the mouth (too much for that fast of an animation), and because the turret crosses that area, there's way too much happening there as it passes. You'd be better off putting ALL of that area of the face in light or shadow just below the beak and ignore any details there.

You need to think ahead at the entire animation when you're animating something complex like this -- especially at this resolution -- because when forms overlap, you can have lots of confusing stuff going on that the eye can't read when there are too many details happening in the same place.

The only other thing I could mention about the animation is the pupils appear to translate into the top of the beak, passing them (the pixels) on to the other eye (remember the part where I said to think ahead?) so that the pupil doesn't read as a pupil but instead as a shifting blob of dark moving across the entire face. You could lighten the top of the beak's outline a lot (use the same color as the eyebrows on the top of the beak) and this would fix it. The problem is that the pixels are TOO close to the same luminosity (no matter if their HUE is different, the luminosity trumps hue everytime in terms of readability.)

Lastly, remember to vary your color choices -- the highlights across the metal surface should be tinted with the same color as the light in the scene. Most people use yellow tints, but you can vary it up with red or purple or really anything -- but the key is to NEVER use solid grays unless you need them to stand in and absorb the colors from nearby hues (essentially acting as a stand-in shade when you need it to be that level of luminosity for multiple color hues -- great trick btw!)

I really like the fat chick animation, but it looks like it's hopping and waddling more than flying. You can actually fix this by simply making the wing sharper at the point in the animation where it's midway and entirely down, making the upward curve toward the tip of the wing at the point where the wing lifts fully actually oppose itself when it goes down.

The fat effect comes from the belly being pushed forward when its body lands, but in fact, that's precisely where the wing should push forward and come to a point opposing the downward momentum (the eye reads the belly as it expects to read the wing, and therefore it comes off as acceptable even though the brain knows there's something wrong... weird how this stuff works, isn't it? lol)

That's all I've got for now. Nice improvements though man! Keep it up! :)

54
Pixel Art / Re: Miriam - Bloodstained / SotN Scale
« on: September 24, 2017, 12:28:43 am »
The thing about small scales like these is that details always come last and contrast is KING.

You can just about use any color anywhere depending on its contrast and luminosity, so you can get away with lots of color reuse in a sprite like this.

You only use highlights in places you really *need* to "pop" the form into 3D, such as on the knee of Alucard, and the front knee of your character could use that too -- but the problem with your character is you don't have such a bright-white highlight color in your palette that is capable of "popping" the form like Alucard has on his knee and the rim of his hair near his forehead, and his cape (necklace?) near his chest area. Other than that, this pixel is never used anywhere else.

In general, regarding animation of characters like this (assuming you might want to do that some day) you should animate the silhouette with important breaks in boundaries where logically necessary, such as Alucard's hair, cape, face, forearms, feet/ankles, and the flap over his leg from his armor/shirt.

55
Pixel Art / Re: Kagari Atsuko - Little Witch Academia
« on: September 24, 2017, 12:15:22 am »
The outline pops the volume a bit too much, and then with the highlights, it just makes her look like a wet bubble/plastic toy person.

You said you hue-shifted, but you need to give MORE toward some particular color and try some different varieties in hues if you want to push it further. Colors are meant to be played with, so do it. You'll be proud of yourself when you find just the right shades for your highlights and your shadows.

In this particular piece, I'd say bring the *brightness/specularity* down on her highlights, to a luminosity closer to her midrange color (or use the midrange color as AA to the highlight color OR remove one or the other color altogether, though the former is nicer-looking than the latter, depending on whether you're going for 16 or 8 bit respectively).

She needs some color in the brightest highlight of her hair -- i.e. if she's standing in the sun, move that a LOT more toward yellow on the hue spectrum (but don't make it the color of a lemon of course). Also the staff's yellow could use a lot more saturation to meet up with the saturation of the clothing.

Hope this helps.

Her hand is above her head, but there are no shadows casting anywhere from her arm, so you might want to address that.

56
Pixel Art / Re: Wolf Fur
« on: September 24, 2017, 12:04:58 am »
Take a look at this thread -- it's at the top of the forums actually: http://pixelation.org/index.php?topic=19686.0

That will give you an idea on how to manage fur.

You really can't be picky at this resolution, but you can do dithering in some areas where the fur is more 'rough' or looser or moves toward shadow across, say, the back and side of the torso to the bottom-side of the ribcage. See my animation in that thread and you can see how one might interpret fur in this wolf.

Something that could also help is adding a little more contrast to the light and dark areas of your wolf to give it more of a sense of volume. That will help the 'fuzzy' areas appear even more fuzzy with just one or two dithered pixels. You even did this (possibly inadvertently) on the neck of the bottom-right wolf.

57
Pixel Art / Re: Concept Art for Square-style RPG
« on: September 23, 2017, 11:57:03 pm »
Glad you went ahead and posted it. I was where you were at one time, and it took me posting, doing weekly challenges, and reading lots of other people's topics before I got the hang of everything I needed. The weekly challenges were the most helpful for me though, in terms of execution -- it made me pull my head out of my own work to see it the way others would see it, not to mention the 'challenge' part teaching me how to manage colors.

Speaking of managing colors, Square did this really well -- the reason the sprites are near-unreadable when you zoom in close is because they pack a lot of detail in a small space with those colors. The reason they read well is because Square put in a lot of trust to the CRT televisions that these games would be played on. The CRT's would blur the pixels together and you'd essentially be 'painting' with light because the CRT's would naturally blend them and make them look more organic, so you never really saw what the squares themselves looked like -- you'd just be 'painting' a picture!

Nowadays this is rarely the case because everything is so HD that a blurry pixel is considered a negative thing. Even in pixel art for games on the PC, it's rare to find this kind of 'detail' packed into a single sprite because it tends to look muddy or jaggy unless zoomed way out to where you can barely see the pixels (OR you can use a nice CRT filter possibly? ;D )

Anyway, C+C:

Your characters don't look bad at all form-wise. You've pretty much got the look. The guy leaning against the wall is a nice touch too! The only real issue is your color choices -- you need some sense of hue-shifting (i.e. shifting toward the color of the light source for highlights and shifting toward the color of shadows for the shadows)

The biggest and most glaring issue with this besides the lack of detail or direction in the environment (relative to the size of the screen!) is the washed out colors and the abundant over-use of dithering!

Tiles can be tricky in general (due to their modularity) and tend to be the bane of my existence in regards to pixel art, but they follow *most* of the same rules that characters do -- with some exceptions:

Firstly, the perspective is orthographic (that is, depth is not really depth but height, depending on the overhead angle you choose), whereas characters can just about be at any angle and the viewer won't care.

Second, the characters MUST stand out, so tileset colors and details should *never* overpower the characters. Therefore you had the right idea to keep the BG somewhat desaturated, but at a certain point, "desaturation" == "uninteresting", so it is a constant balancing act between characters and their BG tiles!

Finally, you NEVER want stray (single) pixels in a BG tile because it draws the viewer's attention (think of how people are naturally able to see faces in ordinary things such as an electrical outlet or a car's grill and headlights) -- a stray pixel is like "hey, there might be a face over here!" and your eye is drawn to it -- and this is why extensive dithering is a no-no, /especially/ on repeating tiles. It's distraction city.


In regards to THESE specific tiles, you might want to make some kind of portholes to the outside world on the train (most trains have windows to prevent claustrophobia in its passengers) and perhaps some other bits and bobs laying about.

You'll want to also use some blues in the gray walls and purples in the red floors to show that there's some semblance of night outside (assuming you put windows in, or if there's ambient light bouncing around ANYWHERE in the train).

Finally, you'll want to establish a light source. It's clear you've got a Chrono Trigger 'inspiration' there, but even this game had a variety of shades to indicate the light on the floor and walls. Go look at one of the maps of Crono's room both before and after opening the window in his room. That should give you a hint of how to light an area with tiles.

Also, one final note about 16bit tiles -- even though many games appeared to use them as 16x16 squares, most tiles were actually 8x8 and worked into one another to help define things like shadows, borders, rims of objects, and other smaller bits and bobs hiding in the shadows. You should see the Star Ocean "commercial critique" thread here on the forums to see some of the tilesets they used in that. It should give you an idea of how these sorts of tilesets are setup.

Hopefully this helps! Good luck -- and great taste in games dude! :)

58
Pixel Art / Re: Game's sprite -[CC] - (Parodianus 2-horizontal shmup)
« on: September 23, 2017, 11:13:47 pm »
Firstly, yes, it's best to do one thread per sprite, but if you want critique on a LOT of sprites, consider that you'd get better feedback if you take the advice given for two or three of the sprites you're having trouble with and apply that to ALL of your other sprites.

Very rarely will we need to see more than 3-5 of your sprites to get a sense about where you're going wrong.

On the other hand, if you want to simply show them off, you can do an art dump thread, but don't expect to get any meaningful feedback outside of "wow. nice. looks pretty neat" or "that reminds me of Chrono Trigger" or something of the like. As said before, if you want meaningful feedback, you need to give no more than about 3-5 sprites per thread.

This is a good start here, and as you add more sprites, feel free to post them in subsequent replies to this post. People here generally only want to help those who are genuinely trying to improve, and to be that guy, you have to post updates so we can see how you're doing.

---

C+C

The little guy in the Turret doesn't come across as a chicken to me, but if you overlapped his wings to the rim of the turret, maybe we could see his 'beak' a bit better and he'll read more like a chicken.

Also the shading moves around a lot. The barrel of the gun looks fine, but you'd be better off keeping the shadows static on the left hand side of the turret's shadow for as long as possible. You also could do with making the "hole" look more circular or oval when the turret turns.

The top of the chicken's head has the shading change when it turns all the way to (our) left for a couple of frames.

If you're not using Graphics Gale to do these, you probably should. They have a nice onion-skin feature that works for color too, and you can use your middle-mouse wheel to scroll between frames to see the consistency of the shading as you flip through. The key is, don't make the shading move when you don't absolutely have to -- it doesn't read as well otherwise.

The only other weird issue is the vertical line on (our) left doesn't turn with the right kind of spacing from the barrel of the gun. You'll need to shift it over a pixel or two to the left a frame sooner possibly too. It'll have to go all the way to the left outer-most line almost.

Oh, and one final (but MAJOR) thing here is that the highlighted metal is near-invisible to the naked eye. After zooming in, I can suddenly sort of see it. That should be closer to white, or at least some color that contrasts with the shading and highlight on the left side of the turret. It needs to be visible at the very least. You can make the shadow just around its edges a LOT darker if you need to if you want to keep the metal sheen the same color it is now (which might look even better than making it nearer to white actually). Try it out. See what you think.

59
Pixel Art / Re: Hat
« on: September 23, 2017, 10:51:18 pm »
The shape and outline looks really good. I cant make any other critiques though since you have no indication of form or material.

You might want to consider looking at 3D art or life photos to see how the shadows and light fall on whatever sort of material you're trying to approximate here.

In the case of a typical felt hat (as I'll assume you were going for), you'd want to add some shadowing to indicate the planes where the light does NOT fall (i.e. the shadows and darker areas) and this trick works in general, no matter what material you seek to replicate since the only real changes are usually how the highlight falls and the size and intensity of its specularity.

The number of colors for shadowing usually does NOT depend on quality but instead depends on how far into the distance and what material is being used for the shape/form. In the case of a felt hat, the 2 colors you have there are sufficient for most of the form, but you could add a 3rd color to indicate the shadow area I mentioned above (and possibly a 4th to blend with the main grey color of the hat.)

60
Pixel Art / Re: Handarm
« on: September 23, 2017, 10:42:41 pm »
I also would like to add that it's always a good idea to put at least 3 colors in something like this -- one color for the base color of the 3D form, another for the plane facing closest to the lightsource direction, and a final one to either emphasize the shadows, or in the case of a black object, to do some transitions somewhere.

Additionally, remember that nothing is ever completely black or white. If you look at any japanese anime, you should see that most 'black' is actually purple, and where they want it to be particularly dark, they add something closer to black (but still not black). This gives you an opportunity to add shading and 3D form.

Next time you post something like this though, it'd be a lot cooler to provide some explanation for what you were going for.

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