Critique => Pixel Art => Topic started by: PunkRockGrrl on October 15, 2012, 04:52:03 am

Title: [WIP] 16x Chest
Post by: PunkRockGrrl on October 15, 2012, 04:52:03 am
Hey, I'm working on this 16x16 chest for a roguelike, and I'm not happy with the upper-right corner.
I would really appreciate some help on this.

Title: Re: [WIP] 16x Chest
Post by: Decroded on October 15, 2012, 02:10:24 pm
if u angle the front more towards the view, it should free up a few pixels to create a more rounded top. is that what you mean?
you also need alot more contrast between the dark and light brown imo.
bottom left is missing a pixel fyi...
Title: Re: [WIP] 16x Chest
Post by: PunkRockGrrl on October 15, 2012, 10:33:42 pm
Alright, I just basically took out the line on the bottom. The upper-right isn't bothering me nearly as much now, so I guess problem solved :/

Still, any more CC would be greatly appreciated.

Title: Re: [WIP] 16x Chest
Post by: Vakinox on October 15, 2012, 11:12:53 pm
I don't think you should take the bottom out...

Also, added a few minor edits.
Re-done the shadow on the side of the chest, it was kinda off... shoulda covered the whole side.
And don't know the restrictions (32-bit, etc.) so only added one color (light brown).


There's only two more things I would edit, which would be recoloring the fastening (grey areas) alongside the chest.
And maybe the proportions on the bottom, compared to the top (maybe).

Best advice I got.
Other than that, I think it looks fine.

EDIT: :/ I don't know why the picture messed up... it's not saved in Jpeg.
I'll re-do it later tonight and edit my post.

EDIT: Here's the quick fix:

Title: Re: [WIP] 16x Chest
Post by: ptoing on October 16, 2012, 02:15:20 am
Quick edit:

In art, not just pixelart, contrast is a very important too to make things stand out, so unless you want super smooth stuff your colours should not be too close. Strategically placing light next to dark colours also can make things look less flat.

The greys could use some colour, you hardly ever get straight greys in nature, there always is some tinting due to the material and/or surrounding objects which reflect light.
Title: Re: [WIP] 16x Chest
Post by: PunkRockGrrl on October 16, 2012, 05:43:03 am
Alright, redid the colours on this beauty. I pretty much copied the shading patterns on the metal from ptoing's edit, if that's alright. I redid the clasp to be more golden than dusty brass, and the wood to be mahogany-ish than oak or something. I bent the metal rim toward yellow/orange as opposed to flat grey.


I think I might be done with this, but thoughts are always welcome if you think it could be markedly improved.
Thank you very much for your advice. I will be taking a look at the other graphics I've done for this project accordingly.

EDIT: Added a black bg, because of the forum skin.
Title: Re: [WIP] 16x Chest
Post by: Decroded on October 16, 2012, 10:11:41 am
Yeah much better, a TOUCH more contrast on the highlights and a highlight on the lock wouldn't go astray.
And see how ptoint rendered the curve in the wood? Yours still appears almost flat.
This kind of contrast on important items makes such a big to the eye, you can recognise an item out of the corner of your eye this way.
As a general rule, use less contrast and saturation in your backgrounds or items like this will cease to pop out and the whole image will become flat and noisy.

Now lets see your animation for opening the chest!  :D
Title: Re: [WIP] 16x Chest
Post by: Seiseki on October 16, 2012, 10:35:58 am
Not sure why the metal has such warm colors.
I think it's more easily recognizable as metal with cool shades.


Now this doesn't look as grim, but it has pretty decent contrast which allows you to clearly see the shape.
Title: Re: [WIP] 16x Chest
Post by: Decroded on October 17, 2012, 04:17:53 pm
That also looks good but I really prefer how much contrast ptoing's metal highlights have against the dark wood.
Just gives the whole thing more structure somehow.
It can also do without the light patch on the left bit IMO.