Pixelation

Critique => Pixel Art => Topic started by: Lord_Ginzao on July 14, 2016, 03:11:54 am

Title: opinions for a adventure side scroller --- Main character
Post by: Lord_Ginzao on July 14, 2016, 03:11:54 am
 (http://piskel-imgstore-b.appspot.com/img/3282e423-4970-11e6-bd07-bda2c6962ab9.gif)
 to dull or is it just me
Title: Re: opinions for a adventure side scroller --- Main character
Post by: wanderingarchaeopteryx on July 15, 2016, 02:29:02 am
no offense but i do think it's too dull, too. (Also why is the mouth moving?  ??? ) Try mixing colors on the skin, like steve from minecraft, for example.

1 Color
(http://i.imgur.com/B2QCRQK.jpg)

Mixed
(http://i.imgur.com/hRrug8Y.jpg)

I don't know if this will fix it, but i'm sure this will make the skin seem to have more things going on (if done correctly).
Title: Re: opinions for a adventure side scroller --- Main character
Post by: CFKaligula on July 15, 2016, 10:50:15 am
(http://i.imgur.com/z3dQvWR.png) this is what I would do with it, I changed some of the colours, maye you want it to only have 3 colours, but that doesn't really look pretty.

Why is his face sideways, but his body to the front? if it's a sidescroller his body should also be sideways. so it should look more like this (http://i.imgur.com/tX6gQ67.png)
Title: Re: opinions for a adventure side scroller --- Main character
Post by: Lord_Ginzao on July 15, 2016, 06:15:21 pm
That sounds right cause his head is all one color. oh and I wanted to seem like me is a bad boy chewing gum that's y it's moving.
Title: Re: opinions for a adventure side scroller --- Main character
Post by: Pix3M on July 15, 2016, 07:24:15 pm
The biggest thing to look out for is the shapes you're using to design a character. Plain squares and rectangles are kind of encouraged when you're working with a pixel grid, but usually you get more appealing results if you don't restrict yourself to those shapes. Sorry Minecraft fans.

(http://imageshack.com/a/img922/9390/au1S6g.png)

I'm guessing this character is supposed to be a little boy, but I made an edit as if he's a grown adult anyways. Look out for:

* The shape of the head. Squarer heads are more masculine and more mature
* The size of the forehead. Younger-looking faces should have bigger foreheads
* I also added that second eye to make the head appear more round
* Also shrunk the body to help sell the point
Title: Re: opinions for a adventure side scroller --- Main character
Post by: Lord_Ginzao on July 16, 2016, 12:10:48 am
In the round perspective how do u measure the head size so it's not over sized.
Title: Re: opinions for a adventure side scroller --- Main character
Post by: MysteryMeat on July 16, 2016, 03:10:05 am
In the round perspective how do u measure the head size so it's not over sized.
It's usually best to try and keep it hard-capped at a ratio of 1:1 with the body. Thankfully, most people don't tend to notice much if the head's too big thanks to the proliferation of anime and cartoons , unless it's something you REALLY PUSH like with that one comics character that's just a head with baby legs that flies or whatever.
Title: Re: opinions for a adventure side scroller --- Main character
Post by: Pix3M on July 16, 2016, 03:10:47 am
"Oversized" can mean anything, it depends entirely on what your art style is trying to communicate. A head that is considered oversized in one game might be completely appropriate for another.

https://www.marxists.org/archive/luria/images/fig22.jpg

Let's use the height of the head as a unit of measurement.

2 heads tall I would recommend if you need a character that is literally as wide as they are tall, like a 32x32 sprite like what you have. At 2 heads tall, their head is half their entire height. However, this means that their limbs cannot be too long so depending on what kind of animations you want to do with the arms. Something simple like playing with a yoyo shouldn't be too hard, but I once had a client who wanted spear fighters and archers. I had to tell him that was out of my ability.

Figures with smaller heads taking up the same square space might end up not having much of a face. This is totally fine but this approach is much better if you need character sprites that communicates "what kind of unit is this?", where something with more emphasis on the face more communicates "hey, this is Bob, the hero of the story!"

(http://imageshack.com/a/img923/8751/xLU1PJ.png)

These ones are 3 heads tall. This looks less cute and these body proportions are more suited to animation, striking a balance between emotional expressiveness of faces and whatever animation needs I have

(http://imageshack.com/a/img922/6104/rc7WeF.gif)

Guesstimating that these are 4-5 heads tall. These are more and more suited to action animations when limbs are longer. This sacrifices face detail but is totally acceptable from the turn-based strategy game which the art style came from.

7 heads tall is typical head-body height ratio for a IRL adult.

8 heads if you want something more idealized. Note how supermodels tend to be freakishly tall

Over 8 heads is the direction you'd take if you just simply want to design a really "tall" character. Use it hyper-masculine characters, demons, or anything where making a character tall would be a nice touch
Title: Re: opinions for a adventure side scroller --- Main character
Post by: Adam on July 18, 2016, 08:11:57 am
Here's another quick edit. I tried not to change the design and the style that much.

(http://img.photobucket.com/albums/v157/pembroke/Lord_Ginzao_ass_main_zps0wldobm4.png)

I cannot say more to it as Pix3M, just another take on it. Yours looks as if a 2x1 sprite were edited with some 1x1 pixels. The C64y colourscheme enhances this feeling as well.

I don't know your system limitations, so the yoyo thing might need some more thought with this version though.