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Messages - MysteryMeat
Pages: 1 ... 144 145 [146] 147 148 ... 199

1451
Pixel Art / Re: [WIP][C+C] Help with a Knight walking animation
« on: August 16, 2016, 05:19:14 am »
PERFECT
but now every other animation has to have some element of that. Pre-duel physical shit-talking, as is good for a cocky knight

1452
Pixel Art / Re: [WIP][C+C] Help with a Knight walking animation
« on: August 16, 2016, 02:18:04 am »
You kidding? Sassy knight strut is great, really makes him look like a cocksure jerk!
If you want him to look less sassy though, try having him turn a bit less and have both arms swinging for a more neutral walk.

1453
Pixel Art / Re: Hello!, im new
« on: August 16, 2016, 02:16:31 am »
It's hard to really be able to point out what I mean without being able to go over and edit them, but your sprites are very "noisy", try to group up your colors more and reduce the colorcount so it's easier to parse what you're looking at!
That said, that last one looks great.

1454
Pixel Art / Re: Goatman Games logo [WIP]
« on: August 16, 2016, 02:14:11 am »
Some thoughts of my own. Added lines for the snout and reworked the tie a bit for the T, since that's a pretty good idea.

1455
Pixel Art / Re: Chibi Request #2
« on: August 16, 2016, 02:06:01 am »
So uh, should I start on clothes and stuff or should I work on the anatomy more?
For this piece I'd say just move on to the rest of it.
You really need to buckle down and study skeleton structure and basics after this though, you've got the work ethic to tweak what you have but that foundation needs to be rebuilt so you can get things better that first go.

1456
Pixel Art / Re: [C+C] Medieval Town
« on: August 15, 2016, 11:20:13 pm »
My impressions (keep in mind I'm a novice):

- Needs consistency in detail lines... on the far left, horizontal and diagonal board beneath the upper window has detail lines, but the lower window's counterparts don't.
- I feel like I'm noticing the foreground vertical wood pillar too much, like it's too contrasty considering it's in shadow.
- The roof at the top of the leftmost building looks like it doesn't follow perspective, and it's slanting "down" towards us and to the left too much.
- I'm not sure what the roof textures are supposed to be... the lines feel too haphazard to be shingles or something.
- The roof of the center building (shaded at top, comes into sunlight as it curves to center frame) looks like it's paper thin because there's no vertical definition at the end.
- The grass on the background hill seems too detailed considering how far away it is.
To build on that last one, a common trick for perspective is to fade-out or reduce detail on objects that are further away from the camera in a picture.
I'd also try and simplify the post near the camera, the focus on the piece seems to be the village.
Normally to accomplish this you'd blur the foreground object (as seen in this picture here) to help guide focus,

but that isn't exactly a technique built for pixel art and I'm not sure it would help much in this instance. Instead, I'd reduce detail and maybe tweak it like this, so that it's also simplified, to sort of "emulate" the blur without actually drawing said blur!

1457
Pixel Art / Re: Dirt Tile
« on: August 15, 2016, 11:07:32 pm »
Thank you for all the images of dirt! I never thought dirt could be so diverse. I will keep this in mind when I practice making more dirt tiles :)

How is this in terms of color and shape?



Also, I'm not sure how to shade dirt. I find it very difficult to get good shading on a 16x16 pixel image. Any tips?

EDIT:
After looking at the image again I see how red the brown is. But I still want to know if the shape is good (in terms of rockiness).

EDIT 2:
More dirt (3x3):



Bottom right one is my favorite. Let me know what you guys think!
The bottom corner and top middle dirts seem to be the best amongst these, remember that dirt doesn't reflect light as hard as most materials so it doesn't need as much highlighting unless there's rockier parts to it!

1458
Pixel Art / Re: [WIP] Run/Jump Animations
« on: August 15, 2016, 08:39:20 am »
Hey there~
I'm doing a character for this game course, and it's my first experience with animation and spriting in general, so i'm still learning the ropes and stuff. Aesthetic and palette are not final, but it's with what i've been working~

While all critique is welcome, there are some particular issues with the animations that i've noticed, but i'm not sure how to fix:


Mostly the back arm is looking strange, tho i'm definitively happy with the direction this one is heading. It's my first sprite/animation, btw x3


This one i'm far less confident on. Some of the later part of the jump seems off, but i can't quite put my finger on what is bugging me.

For further reference, this is the character's idle animation.
Both are noticeably a bit juddery. the run mostly works fine with that since it's a fairly sudden movement, but try to think of it as wind slowly brushing past more than as if you're caught in a helicopter's gusts for a smoother look.

As for the jump, the head kind of shoots all over the place giving it kind of a spastic look, and it's not as stable overall as it could be. Try to fix limb positioning, don't feel like you have to make wildly noticeable movements every frame, sometimes you only really need to do two or three pixels between them.

1459
Pixel Art / Re: Dirt Tile
« on: August 15, 2016, 07:37:35 am »
Mm, no, it still looks like red gravel.
There's a variety of conditions to keep in mind when drawing dirt though, as it's actually kind of shockingly diverse depending on where you're at!
For example:
When mud or lake areas dry out, the dirt tends to clump up and crack. They'll look sort of like this:

When dirt has been freshly-dug, it'll be more powdery and fine, like ground coffee:

And, similarly, normal dirt will look like a chunkier and less-refined version of that with bits of detritus in it in most cases:


Dirt's also not limited to brown!
Depending on the chemical makeup and location of the dirt, it can be a variety of colors like red

Green, (if certain chemical processes happen as seen here, great for artificial environments!)

And even yellow!



Try to study how the dirt in these reference images look, and do a few swatches based on them to try and get a feel for it! Dirt's a useful texture, being so common, so it's a handy one to get a grasp on early.

1460
Pixel Art / Re: [C&C] metal shading
« on: August 15, 2016, 07:20:57 am »
i tried a different approach to the shading

with this lighting technique it looks good and bad. i might be on to something but i am still going to try some more with dithering to see which one looks better
Actually, I think it might just be colors here.
I messed about with some saturations here, take a look!


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