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Messages - JustinGameDesign
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1
Thanks, I'll have to take a close look and compare it to the original.

2


Here's the game sprite for the same character. I decided to leave his arms bare, so that the orange on his shoulders would show. Paired with the portrait, the character design should be fairly clear to players.

The lack of an outline at the bottom of the sprite is to accommodate the outline of any platform I might place him upon.

3
Thanks for all the suggestions. I've toyed with adding the the mouth feelers that actual koi have and may still be able to imply the presence of gills under the cloth on his neck, but once I've made the full-body sprite to go with the portrait, the fish tail I'll put on it will hopefully make any ambiguities about his nature clear.

Any obvious flaws in the placement of pixels, proportions, etc?

4
Pixel Art / [C+C] Koi Samurai Character Portrait for Wings of Aetos
« on: July 25, 2016, 10:17:25 pm »
I'm fairly happy with this 80x80 character portrait, but I'd still like to know if there's anything I could be doing better.



I designed this character for my game, Wings of Aetos, in which each character is meant to have an element and combat style. For the element of water, I chose a koi theme as well as a complementary samurai style.

The pattern on the scalp and neck bring to mind the fish, while the white face and orange around the eyes are meant to suggest kabuki makeup. I used a model for the proportions, but the hair and wardrobe are a variations on characters in several Japanese period films.

One challenge I set myself was to try to represent a water-themed character without the use of the color blue, although I find the green of the eyes a good fit here. The expression is made to look emotionless and fish-like, like someone who is interested in what they see, but perhaps a bit off-putting.

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Pixel Art / Re: [C+C] Wings of Aetos Character Portrait
« on: September 13, 2014, 01:45:16 am »
Thanks for the feedback.

I used to have a darker shadow under the chin. I can play with the colors some, but I may end up just putting the old shadow back in. I'll have to keep working on not flattening stuff out re: stripes on anatomy too.

The sideburn style is still up in the air, though. I deliberately changed it from the sketch to look more like previous versions of the same character.

6
Pixel Art / Re: ARGH- Might and Murder
« on: September 12, 2014, 07:48:36 pm »
I like the simple, easy-to-read sprites, but they blur into the BG just a bit too much.

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Pixel Art / Re: Very simple character sprite, feedback apreciated
« on: September 12, 2014, 07:47:24 pm »
It's Hank Hill with long sleeves. Maybe change the shirt or hair so it doesn't bring to mind an existing character. I know you can't do a lot with so few pixels, but a male character in a white shirt and blue jeans with a brown flattop is pretty recognizable.

Other than that the contrast level on the shading is definitely too low.

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Pixel Art / [C+C] Wings of Aetos Character Portrait
« on: September 12, 2014, 04:37:55 pm »
I made this game-sized pixel portrait based the larger sketch below:

I made several changes, including the coloring. It's an entirely different palette than I've used in previous sprites of the same character, and I wanted the opinions of people here on how well it works. Any other feedback is, of course, also welcome. Thanks!

The original sketch:

9
Some thoughts on chrome:


Chrome reflects the environment around it, so in my edit I assumed a blue sky and a brownish ground, also be conservative with your highlights too many make the sprite look noisy.

Hope it helps  :y:

Looks great. I may not be able to manage anything so great myself but I'll try to take a hint from your edit in future revisions.

i think theyre meant to show the rate at which the values change on the different kinds of surfaces. on the clay it meanders from dark to light gradually. the plastic has quite a sharp jump from the medium shades to the highlight (it gets light fast where the light is concentrated), but a more gradual descent into the dark tones. The metal has the darkest tones and lightest tones right next to one another sometimes with very little transition, and can jump back and forth in dark and light areas, eg stripes of light, dark, light, hence the squiggly line in the transition graph.

That makes sense. I do see stripes or lines often drawn to symbolize chrome.

10
I've been working on this sprite, but it's slow going. In the mean time I wanted to ask what the little charts in the tutorial image, specifically the last chart, refer to. What's the little jump up and down in the middle mean?

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