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Messages - Jim16
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11
Archived Activities / Re: Secret Santa 2018 Sign-Up
« on: November 25, 2018, 11:19:17 am »
I love Pixelations annual Secret Santa. I'm in.

I notice Pixelations twitter hasn't tweeted this? Might be worth doing for those who are unaware its time to sign up.> I'd retweet it.

Things I like.
-Most Fantasy: Harry Potter, Terry Pratchett's books, Lord of the rings just to give you a few ideas. I'm happy with you creating your own fantastical world, give it a Christmas theme if you want.

Dislikes.
Not all that much, I won't be disappointed.

12
Pixel Art / Re: [C+C] Floating idle animation
« on: October 26, 2018, 01:28:04 pm »
The animation looks pretty good. You could animate the trousers, like you did her sleeves I guess.
If I was going to pick on anything, it would be that the one leg to me looks slightly smaller than the other.

13
Archived Activities / Re: Secret Santa 2017
« on: December 25, 2017, 05:25:54 pm »
This has always been one of my favorite parts of Christmas. Bit gutted that I didn't have time to join in this year, but still amazed by all the cool stuff. Well done everyone, Merry Christmas!

14
Pixel Art / Re: Need help with character
« on: January 18, 2017, 04:50:23 pm »
So I absolutely love the concept of this character. A magic jar for a head, scarf and all, ready for an adventure. Makes me wish I'd thought of it first!  :hehe:


Anyway, I want highlight a few things here, because even though you wanted to fix the scarf, I think there is room for improvement all over. Some of it being technical improvements such as managing colours, overall value(contrast), and cleaner lines. And then some of its just understanding your concept and getting it to be more believable within your constraints.

I'll talk only about the latter as I thinks is the biggest issue here and the rest of it you can read about in tutorials over on these forums or over at Pixel Joints.

So the first time I looked at this I instantly understood what I was looking at, but found it hard to read each object on the character. I think the reason for this is simply because the objects, jar, scarf and other bits of clothing haven't been rendered to emulate their real counterparts properly. Obviously you aren't going for hyper realism, so the constraint is the limited palette and size. So keeping the Jar part in reference, here's what I do.
-
-Firstly find a good reference. Using references isn't cheating and can it be anything, such as real life objects, pictures, concept art and even pixel art if you're really struggling. I just searched 'potion concept art' and found loads of good examples of jars with liquids in them. Like this one for example:
https://melodiaproject.files.wordpress.com/2014/10/melodia-potion.jpg
- There's transparency, loads of highlights on the glass and even a hard contrast on the edges. Try to simplify what you see in your head and apply them to your object, taking into account the direction of light as well and how much you want to simplify things. Easier said than done, I know.

But that's just one part of the whole. You need to try and understand the other important things like how the jar actually stays attached to the rest of the body and how you make it look normal. And then make it work. The scarf goes a long way in making this look feasible because it blocks whats going on at the neck. Pretty cool :)

The issue comes in simplify things I think. And you seem to be struggling with this the most. I see it on the Jumper and on the jar, where you don't seem to understand how you're going to add detail to things, so you add a highlight and add it to the edges of the jar or add folds in the jumper, but what it actually ends up looking like is a blob of noise here and there. Also, neither make sense when thinking about light theory.
My advice, keep things simpler. Use large areas of colour for light and then try to think about where shadows would be cast, like under the chin or arm pits or a small and I mean very small amount under scarfs and other pieces of clothing. Rationalize the amount of shadow that would be cast in these areas. If you add detail and it doesn't look right, don't be afraid to remove it.

Last thing I want to touch on is outlining. Please don't out line everything. The metal on your boots has its own outline, so does the scarf, arms, gloves etc. Just don't.

Anyway, rant over. I made an edit to illustrate my points. That last point about outlines, please have a closer look at my edit in comparison to yours. Also, the changes I made in colour and proportion are purely by preference. Be careful with your colour choices btw, they're very dark and a lot of them are near identical. Also, I'm no pro, things could be better.



I hope that makes sense and helps  :crazy:

15
Pixel Art / Re: naked bases + a skeleton
« on: January 15, 2017, 10:43:18 am »
Technique wise that running animation is great, if not a bit slow. But for me there's just a bit to much head movement. Reduce that and the speed issue and you're there I think.

16
Pixel Art / Re: First Timer - Snowy Cabin
« on: January 06, 2017, 09:17:31 pm »
Hey, this is certainly better than some of my earlier stuff, so thats good right. Free tips, google image is your friend and so are galleries like Pixel Joint and even The Spriters Resource. Go find references from them and study them to improve your work. Never steal though.

As for critique. Well, the clouds are a bit reddish and the shading makes little to no sense, maybe go ahead and simplify them even more. You are using a very minimalist style, so try and create cloud looking shapes and avoid the shading for now.
Also, more contrast in areas would be good. The darkest brown could do with being darker, and the lightest green, well, brighter. Exaggerating real life range in values (darks to brights) within the pixel art medium can sometimes go a long way.

17
Pixel Art / Re: 3:4 perspective door issues
« on: August 09, 2016, 07:39:36 pm »
Both have already been given more color and contrast, I don't want to get to the point where the walls and floor are more noticeable than the characters.
Colour wise the floor and walls are pretty much grayscale at the moment with little to no colour (Those yellow lights don't count!). So in terms of adding colour, working with metal its very common to shift the darker colours to purple and the brighter colours to a bright blue or yellow colour. All within reason though, shift to much in either direction and things might look a bit funky  :crazy:

Now on to contrast, which Curly kindly pointed out is still a problem. But I'll take a twist on the "there is a contrast problem" and talk briefly about values instead. So when we're talking about values were talking about the range in colour between the darkest black to the brightest white. Its important to know that outside in the real world you can see almost a full range of values (unless its dark out  :noob:), even in the middle of the day you'll find a very large range in values. My point here being that an image not using a good range of values generally has contrast issues. And looking at your image the tiles in use for walls and floors have colours that tend to sit in a small range smack dab in the middle of the full range. The fact that the floor and walls both  share that small range means that visually there is little contrast between the two tiles, which is weird seeing as both receive different amounts of light. This can cause a few visual problems, such as the image looking flat, or our eyes translating the walls and floors as inverted, which I think Surt pointed out. So when people talk about contrast, don't think about colours only but also contrast between objects receiving different amounts of light.

Now on to fixing those values. So what I like to do is make the image grayscale, as I've done below. In grayscale all colours have been converted to greys sharing the same value, and visually its then easier to work out whats goings wrong with the image, because you know, sometimes those pesky colours can play tricks on your mind! What I like to do then is add blobs of both pure black and white and then some other values in between the two to reference against. A gradient might be better though.

Checking values
And as you can see while the characters are mostly okay, the tiles aren't. They all share that small range of values I mentioned before. Now I'm going to up the contrast based on what I can see. And I can see that the your values fall short on the brighter side of things, so I just want to push them up a bit, not all the way up though, I want to have a realistic range and make sure everything looks fine based on what material they are. Hopefully now the image makes better use of a larger range of colours.

Does that look better?
You should see there's a noticeable difference, the tiles just pop out that bit more. Do take into account though that I've done this very crudely, so the sprites are probably all over the place as I'm focusing on the tiles.
Next, still not right. When I made the values of the wall tiles brighter, I did so because they were just slightly brigher than the floor tiles in the original. But when you take light into account, if the light source is from above, then the top of the walls and the floors are facing the light source so will be brighter and the side of the walls pure and simple aren't, so should be darker. So I changed that.

Fixed things based on light source
So if you compare the first with what we have now, you can clearly see that there is a clear contrast between the walls and floors and overall a better range of values.

Now all thats left is to add colour. Which I've done as quickly as possible, but I hope it gets the point across.


I've rambled on long enough, I hope that helps.

Please also post your most current update in your posts too.

18
Pixel Art / Re: Floating Island & House [WIP]
« on: August 06, 2016, 10:50:03 am »
I think the canopy of the tree could be much much larger.

For example:
Sorry about the broken image.

19
Pixel Art / Re: [C+C] Log Cabin
« on: August 06, 2016, 10:40:52 am »
Right now according to how bright the roof is on the right side it gives you the impressions of a really hard light coming from the right. The thing with a hard light source is it casts a hard dark shadow, void of much light and depending on where that light source is it could cast a really long shadow too.

To demonstrate a crude edit, I didn't cast the shadow on the front facing side of the house as well as some other minor parts. But you get the idea. I'd even go further and make the shadows darker.


What I actually think you're going for is a more global light source like that of the sun. Based on the shadows I'd say the "sun" is either rising or setting, which is why its casting as much of a shadow as it currently does. My point here is that a global light source is so large and so high above, that overall the values are higher, shadows are softer all due the light source covering such a large area, as well as light bouncing around. So things like the left side of the roof would probably be getting more light because the light source is above, but not receiving as much as the right side because its not directly facing the light source. The soft shadow is then fine as is and it will just allow the building to pop out correctly.

Its actually something Dpixel did correctly in his edit

Yours vs His.
It's amazing how something so small can make a huge difference.

Lastly, the background is rather dark at the moment. With all that light I think it makes sense to brighten it up.
Sorry about the ramble, hope it helps though.

20
Pixel Art / Re: Mockup Remake
« on: July 27, 2016, 03:00:15 pm »
I think my favorite thing to do is procrastinate, which is why this post has taken as long as it has. Bad me!  :crazy:
But yeah, somewhere between doing a whole lot of nothing, I managed to spend some time working on the tiles yesterday, as well as pipes and even an air vent. I will admit, I'm surprised how quickly they came together.

The original
There's something about the original that I love, and just can't seem to translate into a higher resolution. Maybe its just how small amounts of those big meaty pixels leave more to the imaginations than the higher resolution version does. What the higher  resolution version does help with is adding details that just aren't possible. The door for example looks more like a door (more dory than before?), and the sign above allows  you to make more sense of what that doors purpose is. If I tried to add the same sign in the original, 1, I wouldn't be able to actually make discernible lettering, and 2,it would just add clutter to the already very cluttered screen.

And now the new
I will try to make the sign look more interesting, but for now it serves it purpose.
There are also a couple of things missing, like the foreground railing and lantern (lantern like thing?). Which I will work on much later as I have no idea how I'm going to make them look right.

As always, edits and thoughts welcome.

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