Pixelation
Critique => Pixel Art => Topic started by: pokoto on June 08, 2009, 06:57:58 am
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Hey, I'm new here. Could you guys tell me what you think of these, and how I can improve them?
This is the perspective I'm shooting for. The main character will have 8 faces, everyone else, 4.
(http://www-personal.umich.edu/~pokoto/project_bean/old/Reference.gif)
Old crap:
(http://www-personal.umich.edu/~pokoto/project_bean/old/iteration_1.gif)
(http://www-personal.umich.edu/~pokoto/project_bean/old/iteration_2.gif)
(http://www-personal.umich.edu/~pokoto/project_bean/old/iteration_3.gif)
Most Recent!
(http://www-personal.umich.edu/~pokoto/project_bean/june17/Emanon_South.gif)
(http://www-personal.umich.edu/~pokoto/project_bean/june17/Emanon_Turn.gif)
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I'm giving a shot at a new style that might be better considering my lack of skills. I think the horns were a good decision; they added a lot of clarity and consistency to his facing. Also reduced colors and visual complexity. I made the helmet blue to contrast it from his warmer face, but I'm not sure about it yet. I might make the hue more on the green side and darken it.
blahblah you can see this under Old Crap in the first post blahblah
This is one with a narrower face. My friend said he looked to young, but I think narrowing the face makes him look even younger because it is closer to actual child proportions. What do you think?
blahblah you can see this under Old Crap in the first post blahblah
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He does look young, it's not just the head but also the body type. As males grow older their shoulders tend to get wider while retaining a pretty thin waist (if they're healthy :P) So a male character with such narrow shoulders and delicate features will be interpreted as being either childlike or feminine.
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I'm trying out a more dynamic pose (in another thread I think Helm brought up the good point of contrapposto). I'm worried about incorporating this into 8 directions, but I like the results right now. I need help with the legs though...
(http://www-personal.umich.edu/~pokoto/project_bean/Emanon_Action.gif)
(http://www-personal.umich.edu/~pokoto/project_bean/Emanon_Armored.gif)
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Ico?
(http://xs140.xs.to/xs140/09244/ico698.gif) this allows him to stand in a bladed stance without turning his whole body away, i think it's a good change.
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Why does the hero have a helmet and a shield but no other armor?
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Why does the hero have a helmet and a shield but no other armor?
Because this is incredibly common in military history, in fact, far, far more common than the reverse.
Actually it's probably a design choice, but it's not an illogical one.
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I'd wager that in reality he would feature a leather vest or at least a padded brigandine, but yeah, anything more than than helmet and shield tends to be the realm of professional soldiers.
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I've added the North, East, and West facings. Your edit does what you say it does ndchristie but I decided not to go with it because I think it makes him look too...dainty? Like a fencer I think; its just not what I'm going for. I did straighten the legs, and widened the stance.
(http://www-personal.umich.edu/~pokoto/project_bean/june17/Emanon_South.gif)
(http://www-personal.umich.edu/~pokoto/project_bean/june17/Emanon_Turn.gif)
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I don't think you meant to do this, but in your post those..are the exact same ones as before.
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I don't think you meant to do this, but in your post those..are the exact same ones as before.
he most likely overwrote the old files in his directory.
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Great volumes!
I would AA the sword on east against his chest and the horizontal strip of his helmet on both east and west - I would assume that even from that angle it would be thicker, so like, a light green atop the white strip might do it. :) It's just these things that make him not look consistent throughout all views.
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Corsair, 36005A is right. A cache empty would fix the issue. Luckily for you, I went ahead and fixed it for you. ;D
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(http://www.spriteart.com/edit/rpg_compare_1.gif)
I threw this together as a bit of an example to illustrate one main point.
In small rpg sprites where you only have 20-30 pixels height to render your detail, contrast becomes your vital ally. I tried not to stray too far from your color choice and character design and put together a little example to illustrate my point. This concept should work with or without a perimeter outline (that i decided to add) but the basics of light and shadow become much more interesting to portray in such small spaces.
remember that every pixel counts, and it will count more if there is greater contrast or change from one pixel to its neighbor pixel. subtle blends tend to fade or blur a character sprite at this size. This is one of the common threads youll find with the 'great' sprites from the older super nintendo Jrpg days where all their character sprites really pop.