Pixelation
Critique => Pixel Art => Topic started by: Geonjaha on June 25, 2017, 01:37:32 pm
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I've been working on some small character sprites in a Fire Emblem style, inspired largely by Awakening's units. I've also given my first shot at animation and worked in a short loop. The palette I've been using is Dawnbringer's 32 colours.
Warrior: (http://i.imgur.com/yIpRUuM.gif)
Priest: (http://i.imgur.com/VPN0Sqp.gif)
These are my two current working sprites. I originally started with a different head model, and whilst I prefer the current one, the current priest looks a bit too much like a cave man for my liking. :-\
Previous head design: (http://i.imgur.com/sRLhnaR.png)
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The first priest is much better, I would remove the mouth from both sprites
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Try to group your pixels together as much as possible, especially stray pixels (so singe-pixel clusters) should be removed, except for eyes.
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I tried to remove some of the pixel clusters and improve the cape. I also removed the mouth from the sprite. Looks better, though I'm still trying to perfect the head design.
(http://i.imgur.com/l2Nw7BY.gif)
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His gut looks like it's telescoping
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I tried to amend the telescoping torso, and included the three animation frames that I used just to better visualize it.
(http://i.imgur.com/qBYPwik.gif)
(http://i.imgur.com/ZenBVnu.png)
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Some small changes, changed colours and stray pixels.
(http://i.imgur.com/mrs5A86.gif)
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On you last edit, on the right foot, try adding a slightly alternate foot position in-between the first and last foot position. This will make the position more gradual. I'd also try something with the cape on the last or first frame that will make it flick as if it's in the wind.
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I've changed the foot back, because I couldn't really adjust it without it looking too jarring, and I added a flick to the cape. Thanks for everyone's advice and help so far!
I left the original side by side with the new one.
(http://i.imgur.com/yIpRUuM.gif) (http://i.imgur.com/YjJCCwF.gif)
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Edited the armour to look more realistic, improved shading on the cape, and changed the palette to be better and less saturated.
(https://i.imgur.com/165RjhT.gif)
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(https://www.loubagel.com/archives/miscimg/knight.gif)
My preference is to simplify more—to increase the pixel clumping and reduce as much noise—so tried to do that here. I think his armor pops more here but I messed up some other areas. So don't think mine is better but thought I would still share
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The character moves way too little to warrant such a huge movement in the cape.
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Love your last edit. I would add one more frame for better cape anim