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Messages - SeinRuhe
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21
Pixel Art / Re: [CC] Buff dude
« on: May 19, 2021, 10:03:18 pm »
I agree with Fskn, it looks very noisy. Besides, he doesn't look buffed at all, and design could be improved to have better readability.

There are some stuff I would change to improve the overall sprite:

- The leg on our left looks broken, foot too.

- The hand on our right reads as if the thumb is pointing downwards, effectively making the sprite have two hands of the same instead of one left, one right hand.

- If this is for a game I would change his outfit to better reflect what a buffed guy wears to the gym or something like that.

- If the idea is that his upper body is way bigger than his lower body I would also change his pants for shorts, showing skinny legs may help to sell the idea that his torso and arms are really big.

- Lastly, this is really specific of games but try to put the lightsource on the side closest to the camera, in this case the left side. This really helps things to look consistent on a game when flipping the sprite, lightsource as it is will look really weird when mirrored.

Here's some dirty edit, I did this on my phone because my back is killing me so a lot of extra cleanup is needed.

Feel free to take whatever you think works and discard the rest!


22
So, I've been trying to find time for this, I did another round of cleanup in her body, still missing a lot of stuff and is taking way more time than expected, which discards the idea of stealing Cels idea of making a comic book, but at least I want to keep idea this and make this piece the cover of a comic book.

Any thoughts or suggestions on how to improve what's already there or if I need to add or remove something (Not her clothes Cels, I can read your mind!)

I'm still tinkering with the idea of a minigame for this but one step at a time! :hehe: (although any suggestions on this may help me to start the engine faster)


23
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: May 18, 2021, 12:14:19 am »
Long time without reading this thread!

The jump looks stunning Fskn! I think the only improvement for it would be to have a landing frame but again we hit the sprite number wall (Aaaand I see you already did lol). So far the only viable way to make your project fit the restrictions of a NES is to cut down the fun of those extra little frames  :'(

I do agree with cels, if you do a cartridge kickstarter, I'll invest too!

I'm trying to find some spare time to edit the walk animation, up to this point is the only one that could use some extra tweaking

24
Pixel Art / Re: Robot Walking and Attack Animation
« on: May 17, 2021, 11:58:17 pm »
Never put images on posts as attachments, upload them to imgur and post them as [ url ] imageurl . png [ /url ], of course, without any spaces. Using this way we can see images instantly without the need of a moderator to approve your post!

25
Pixel Art / Re: Shield with some gold on it
« on: May 17, 2021, 11:55:52 pm »
Hi Diamphotoxin,

There are a couple aspects you can improve on the shield:

- The first one is highly subjective but I would avoid connecting pixels at the outline in a staircase manner. Some people do see diagonals as disconnected pixels so this is merely personal preference.

- The skull hardly look as a skull, always reference pictures if you can. No matter how much experience we have as artists is better to never trust memory.

- Always have in mind the lightsource and how it interacts with the object you are drawing, this is the key to make something look good.

- Study reflective materials, they have a pretty specific behavior. I recently explained it so please check this post https://pixelation.org/index.php?topic=65186.msg257285#msg257285

I do not have enough time for a full edit so I re interpreted the skull, the ornament on top of it and the corner at the bottom as a standalone thing. Hope it helps a bit to illustrate my point.



PD: Use imgur as an image host to post on the forums as .png, avoid inserting images as attachments since it takes really long to be approved.

26
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 13, 2021, 04:35:26 am »
I think I'm going crazy, I did some small edits here and there on the 32px version and while working on it I just stopped seeing him bald, went to take a leak, and again, baldness in the center of the head for a couple mins, and puff, gone again. ???

Anyway, I did some small edits on his hair, also gave him the perky little butt that we ended up covering on the fairy, faces that chiseled tend to have that kind of chin in my opinion.

Take what you think it works and discard the rest, you got way more skill with this kind of NES graphics than I do!



Edit: I think the baldness I'm perceiving is a mix between color and the lack of hair volume on the upper part of his head, it matches the silhouette of the skull perfectly hence my brain deceiving me. Almost sure nobody will perceive this the way I do so no worries there fskn ;D

27
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 13, 2021, 02:55:04 am »
My pixel goodness Fskn, he looks really dangerous, why would he need a sword if he has that face to scare enemies? I would cross the street and change sidewalks just to avoid passing near him. If that's the idea you nailed it, otherwise maybe tone down a bit some expression lines? Besides personal preferences I would work a bit on the readability of the bangs, he looks kinda bald on the middle of the head.

28
Extremely underpaid, as Matwek already pointed out.

Erik, to give you an idea, the budget for the making of Street Fighter 3rd Strike was 8 million usd, of course this includes not only art but all dependencies involved in developing the game.

This is why your experience in Fiverr and Upwork was so bad, you are hiring people that have no idea of the real scope of a project with this requirements, as soon as they realize what they accepted they just end up delivering really low quality assets or just bailing on you.

To make the project viable you should make compromises on expectations, scope and style. Otherwise you will have here the same experience as in Fiverr and Upwork.

In the style and quality you are requesting 1000 usd will get you at most the design of 5-6 characters without any kind of animations.

29
Pixel Art / Re: Swordsman Dancer
« on: May 08, 2021, 07:40:37 pm »
Hi Ronaldaam,

As Cels said, it depends on your mental state and judging yourself accurately. There's nothing wrong on aiming to the stats and pushing yourself to the limit as long as you are prepared for the fall in case you miss the target.

The approach of rotoscoping that fskn suggested may be the best approach if your skill level at animation is a bit behind the task. Rotoscope just the body and animate clothes later.

If you really want to go with the method you have in mind, key frames (pose to pose) and then inbetweens is the correct way to go. If a stick figure is not your cup of tea, animate silhouettes first, then add detail.

Animate with the beat tempo of your song in mind and loop the animation.

From a pixel art specific point of view There's an extra reason for me to tell you to get rid of the fringes and sash. Pixel art is not the right media to animate small strings that are so near one from each other, they will end up blending in most frames and end up looking jittery.

From my experience, rotoscoping or using keyframes plus inbetweens, and asuming you will loop the animation after a few seconds you are looking at 2 days of work which is normal.

As you said, Samurai Showdown 4 is made by SNK, and that's why I think you are aiming a bit high in size and complexity even for an excercise. Saying the top animators in Japan worked at SNK is not an stretch.

In any case, it doesn't matter what techinque or path you choose for your project, are willing to give the best advice and critique possible.

30
Pixel Art / Re: Some characters
« on: May 08, 2021, 03:54:32 pm »
Cels, first of all, I get it why you stand your ground and it's not stubborn, obstinate, obtuse or nothing like that, all brains work different and the best way to internalize information is to question it! Pretty much like in Plato's allegory of the cave, we make our reality based on in our senses and understanding.

Let's revisit the reference a bit, this time a little more in depth, without even touching the pixel side.

If you want to measure the shoulder angle, measure the following, from top to top of each shoulder, and from the top of the sternum manubrium to top of each shoulder, the angle matches your measurements but it's a little more of a reliable method in complex poses.

Try to avoid measuring the torso with a line, this flattens the figure a lot, torsos have quite a curvature. I haven't found yet a method that works for me so please, if you develop your own let me know so I can steal it. For now I will leave you with the indicators I often put in but that doesn't quite capture what I want. (One indicator is the sternum and the other is the spine)

Pelvis is a nightmare to measure, I did my best. Basically, the pelvis is tilted forward and it's angle shifts a lot more than I thought when initially started to study it. There's a tell (Poker tell) to measure it, remember when I told you to re enact whatever pose you choose? If you leave one of your legs perfectly perpendicular while stretching the other back (Ground all of your foot btw) and put your hands on your pelvis, you will feel the tilt I'm talking about.

Legs, well, the femur is a bit counter intuitive (At least to me) since it leans towards the middle of the body a lot more than I thought it would.

Here are the two references you attached with this process in mind. Of course I'm far from perfect in my analisis and in my way to teach, so if you find flaws please let me know where so I can improve!



Life as a freelance is what I thought, some kind of living the dream (Except the dream you are having is a nightmare lol). Some requests you recieve makes no sense, some other clients have zero artistic appreciation. But some others are great and understand art is a process and are really great to work with (Curious enough, big studios and programmers treat artists way better than regular people that have a game idea in mind). But well, besides that, I live in Colombia where I was earning 500 bucks (about two minimum salaries) on a good month working on a really good restaurant... Now I do earn a lot more, so my situation has improved substantially! (Not enough to live elsewhere though :( )

I do have to say, the only work you really love is the one you do for yourself, others are either a toxic relationship or a summer vacation love.

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