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Pixel Art / [WIP][CC] First time doing a portrait, any feedback?
« on: December 06, 2016, 05:40:10 am »I am not feeling great about the proportions, color, contrasts, and shading... any feedback will be appreciated!
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Had some time an made an edit:
The first thing I did was to fix the anatomy and tried to create a more natural, believable stance.
It's hard to explain colors, but try to keep them meaningful. You had 38 colors I think, and I got my edit down to 15. I would suggest working with other palettes til you get the feel for how they work. Another words, force yourself to use, say... 16 colors only and adjust those. Your palette has good contrast overall, but some very similar colors which don't add anything. I learned more about color from doing fixed palette collaborations and doing edits.
Try to create definition by paying close attention to lighting. And think in terms of pixel clusters and limit the use of single pixels.
And don't be afraid pf pulling things apart and shifting things around and redrawing parts. This goes back to my first sentence about fixing the anatomy. I separated, stretched, redrew, twisted, etc. before I did any details, then I pulled it apart again, and again.
I hope my advice was helpful, I'm no expert.
Also, you had a weird 66% or something scaling on your image. Generally it's preferred to post original size.
A quick example of what I'm thinking of. Ignoring the inconsistencies between the armor sizes, it's what I mean.
Moreover just the main character strikes a pose to summon the weapons and clothes, then goes into the new idle. The main difference between my idea and yours is that he summons the full set of armor/clothes rather than grows them. Any weird size changes could be covered with that spiral effect you have going on, in case the new Vocation is a slightly larger size.
So the main character changes classes in order to fight? I actually had a similar idea.
The idle animations:
--The Knight's cape is all over the place while his sword and shield stay parallel. It's impossible for them not to waver in the slightest. The shoulder pads also move very statically, when the should probably be a bit more freeform.
--The Mercenary should probably has some movement on his actual body. The scarf kind of flickers and the tunic shimmers far too much.
--The highlights on the Samurai should line up a bit more, and the hat should have at least one more frame of change, otherwise it just jitters rather than billows.
--The cape on the Normal MC shouldn't have half of it be in a wind tunnel while the other half is barely moving.
Motion animations:
--Run looks more like a jog. May need to be sped up a bit. Otherwise the cape is a bit jittery.
--Having the transform animation be him turning into a rough, naked blue figure and literally growing into the new body before growing the new clothes looks pretty weird IMO. I would suggest maybe summoning the clothes directly on in a flash of light or something?
--Attack animations are a bit rough. I like them, but they don't flow like an actual human moving. The Merc's are definitely better than the Knight's.
You're welcome
If you want to keep consistency, then yes, don't use outlines. Good choice.
Just made a quick edit to show you how contrast can make things stand out. don't take it as a pre build palette, it's really just to encourage you pushing contrast.
I also pushed the hue variation a bit from a blueish dark green to a yellowish light green. And reduced the lighter area a bit. Keep up !
Contrast! you have 4 shades of green (if I counted right) and they ALL are very close. Give way more contrast to your palette. And don't hesitate to shift the colour hue across the palette. For example, go for a more "blue" green for dark places, and a yellowish one for light. As for the outlining, I don't use it myself so I'm not the best to give advices.
Last step of the animation (stepping forward, left foot) is a bit hard. An additional frame would be nice.