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Messages - Johasu
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21
Pixel Art / Re: [WIP] + [C + C] Floating Island
« on: October 23, 2015, 03:03:08 pm »
The flat top approach and super straight edges to your rocks are making the entire composition feel very molded like plastic.
Your two highlight colors are extremely bright and in very high contrast with the other colors you are using (which are in themselves very saturated).
Your rockwork is very pointy and unnatural. The way you used the same general shape and flipped it back and forth has left the whole thing feeling fabricated as well.  It doesn't seem natural and there is no feeling of cohesion between the stones.  What is holding them together?

I've made a very quick edit to show you a grass style that might come close to the style of art you are using.  You can use the same general idea.  Flattened out on top sort of approach but suggest that it's still grass on top without it being a smooth plane. Perhaps the center is accustomed to being stepped on.  Flatten out the grass. in the middle.
I also removed your too highlight colors and desaturated the whole thing quite a bit.


The stones still need attention in my opinion.  It's a bit glaring the way they are stacked onto one another.  Redefine the shapes.  Consider the whole thing as a chunk of stone ripped out of somewhere perhaps. Stone doesn't break like that when it does break.  Rather than long smooth edges, you likely would want more of a crumbly look.

22
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated)
« on: October 19, 2015, 07:45:47 pm »
I would take the tile lines off of the tiles at least on the top.  You could easily superimpose lines into the game when they are required for movement, selecting tiles, etc.  But leave them off of the assets and it would help the piece not seem so board-like.  The board appearance can work in a stylistic sense if you were going for something that looks like a board, but I'm not seeing anything else that implies that is your goal.

Think you will find that when you do that you will likely need to work on the ground segments so they mesh together better.  It's going to be pretty clear that you are using the same tile flipped to the viewers.  A little clean up and variation or smoothing will take that away and your whole atmosphere will be better for it.

23
Pixel Art / Re: [C+C] Walc Dam
« on: October 19, 2015, 01:43:01 pm »
Your anatomy is still fairly off on this character.
I've taken account of your most recent edit and IrresponsibleFreelancer's as well, since they made some changes that adjusted but still did not fully correct the problems.

If you look at the original (your most recent edit) on the far left, you can see the skeletal wiring is out of proportion from one side to the next.  The character's right arm is longer while their right leg is shorter.  The pose could account for the leg perhaps but not the arms. Both portions of the arm are longer on the right side as you can see by the color associations I have marked.
IrresponsibleFreelancer's lengths are closer together on the arms.
On the first image I drew anchor lines for the head/neck and the shoulders to the floor.  You can also see the relationship of the knees with the position of the head this way by looking off of the dark green lines.  In order for a pose like this to work the shoulder, hip, and ankle of the right leg need to be lined up very closely or the character would simply fall over backwards.
You can see the angle of the shoulders with the head are very right side heavy as well.  The left side shoulder is much longer.  The angle and positioning of the head and neck suggest a backwards lean.

All of these things come together to make the character look as if he is falling over.

The best way to fix this aside from redrawing him, is to pull his anatomy into better alignment and then redraw that to make it work.

A very quick reallignment:

24
Portfolios / Pixel Artist Open for Commissions
« on: September 16, 2015, 02:42:07 pm »
Freelance pixel artist available for commissions.
Message me for a negotiable competitive quote today.
I have worked as a lead artist on one finished and released title available on steam.
ZKW Reborn Steam Link
We continue to actively update and add further content to this game.


         











Check out my gallery and ask about anything you might like to have done.
http://johasu.deviantart.com/gallery/

You may contact me here via response or pm
or through anyone of the methods listed below.
deviantart: http://johasu.deviantart.com/
facebook: https://www.facebook.com/joshua.gossage
skype: johasu232
twitter: @Johasu232
LinkedIn: www.linkedin.com/in/Johasu

25
Pixel Art / Re: Person drawing practise
« on: August 20, 2015, 01:27:24 am »
I started out only wanting to learn how to do pixel art as well.
Nearly every person who has spent time learning how to pixel art will tell you the same thing.

General art principles and skills are incredibly helpful. The time spent practicing drawing will naturally bleed over into direct pixel art development.

26
Pixel Art / Re: [C+C] [WIP] Baddie for game critique thread. Thoughts?
« on: August 19, 2015, 11:49:47 pm »
Don't be afraid to play around with the anatomy.
A few tweaks and some rounding can really make a difference.
I made a quick edit playing around with it myself.
Rotated that back hip more forward facing, pulled the shoulders out and made some changes to make the arms feel stronger.
Gave the back a bit more length so it wouldn't feel so elbowed in the midsection.

27
Pixel Art / Re: Need tips on a hi-res space planet
« on: August 15, 2015, 06:55:20 pm »
You have some confusing elements to the composition of your scene.
Is the viewer positioned above watching the ship below?  If so, then the planet is presumably below the ship and it is flying over?

With no light source behind or below the planet it wouldn't show much of a radiant haze for the atmosphere.  Unless the planet itself is glowing.
Any light you see in space (anywhere actually) is reflecting off of something.  Even when it is passing through, the color you see is hitting particles and bouncing off heading in your direction.  Most of these pieces that show planets with a haze around them, are showing the atmosphere of the planet.  It is reflecting light from a nearby star usually. How bright it is and how large the haze is depend on both the angle of the light's approach and the general size of the planet.

You have to think about how "high" the atmosphere is on a planet like this for you to nail down a sense of how thick that haze should be.
It wouldn't all be a perfect spherical bubble around the planet either.  You would be better to try to capture a feeling of fog perhaps.
Brightest at the edge of the planet where that atmosphere would be the thickest (more to bounce off of) and fading out gradually.

Suggestion, shrink the size of your gradient bands, they feel huge.
Try to bring your contrast down some between each color.
Try not to be so perfectly circular on the gradient boundaries. Those long straight lines stand out to the human eye really heavily.

28
Pixel Art / Re: Critique wanted if possible
« on: August 13, 2015, 03:13:31 pm »

That darker color you are using on your standard bricks is really contrasting with the other two colors.  It makes the bricks look really rough and broken or like they have something on them, such as paint or patchy mortaring.

A suggestion for shifting that darker shade to something more subtle.

Also you might think about giving your gray bricks a bit more attention, they really stand apart from the other bricks as they are so clean and pristine by comparison.

So far your light source is only from a top down angle so an angled shade on the windows isn't the first direction I would go.  Cast the shadows downward and see how you like it.  I did a quick and extremely simple adjustment to show you what I mean.

29
Pixel Art / Re: [finished for now] temple
« on: August 12, 2015, 04:02:47 pm »
Very nice.
Cleaner than my sloppy version and it has a subtle ambiance to it that helps the mood rather than taking attention away from it.
 :y:

30
Pixel Art / Re: [C+C] Title Screen Conundrums
« on: August 12, 2015, 04:19:06 am »
My biggest concern with the composition isn't simply the competing elements all struggling against each other but the contrasting style of the elements themselves.

The chromed "Super Toaster Guy" portion is incredibly controlled when compared to everything else on the page. So much so that it makes every other element appear to be of considerably lesser quality.

Another thing that catches my eye is the angle of the lighting/shadows on the chromed Title isn't consistent with the lighting shading of the elements that are set directly on it.
The shadows cast down and to the left behind.  The sprites sit on top it but their shading is to the right.

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