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Messages - mzn528
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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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Pixel Art / Re: [CC] Feedback on design and color of my character
« on: November 11, 2016, 05:16:19 pm »
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.

Hello dpixel! Sorry for the delay... I had no access to computer til now due to travelling.

Thank you so much for the tip! the color and pose you were using are so much more natural. I am trying to do a no outline approach so let me use your tip and fix my character haha.

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Pixel Art / [CC] Feedback on design and color of my character
« on: November 03, 2016, 01:26:47 am »
Hello all! I just finished redesigning of my character...but I suck at character design and color.. so I am wondering if you can help giving me some advice!



Thank you so much!

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Haro.

I've struggled with this (still am) when I first started doing pixel art so I think it will be helpful to share what I learned so far in pixel art.

First, an image of reference, THIS IS THE MOST HELPFUL IMAGE YOU WILL SEE IN THIS POST, all TL; DR can stop right here and download this image.


The style is a bit cartoonish in this pic but the motion is on point, for example, if you follow this, your final product will look something like this:

(credit to redditer Larlock1, I am too lazy to make one...)

So I loosely followed this (yeah...), and below are some examples for fast runs:



This is one of my oldest animations (did it when I first start), but you can see the same motion (it's bad I know hur):




The above are 10 frame animations, they are for faster runs. For a more relaxed run, you want to slow it down a bit by using more frames to make it smoother, example:



This is a bad example, I am trying to animate a slow, heavier run but used only 8 frames:


Mr. Ogre here, is doing a slightly better job on that, notice he's limping a little bit, as the leg on the left never crossed the middle position, if you want to do a normal one you should make his body turn and make the leg go forward a bit more:


For me, I am not really that kind of guy who focus on the accurate locations of the body parts (like the highest point of leg motion much be at this point on canvas) but rather a general feeling (Yeah it's bad don't learn from me), so... I am out of things to say.

Here's a nice picture:



Let me know if this is helpful or if you guys want to see a tutorial on attack animations or something.

Peace and love you all!

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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.

I see, thanks a lot Rosier, I will try to do something like this to make it more natural!

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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.

Thanks for the replly Rosier!!

Yep the idea is you can transform to different vocations when you run into a combat area. In normal situations you simply interact and run as the main character.

Thanks to your tips I've now noticed them, it was pretty hard for me since I stared at them for so long haha.

For the main character, I purposefully gave him a 16 frame slow joggging animation because he shows up in non-combat area and can usually take his time and all. The other combat character has much faster run. Noted on the cape

Yeah I had a pretty rough time thinking about the transformation (surprisingly difficult), since this is a darker themed game I do not want to make it a sailor moon style transform... Can you elaborate it a bit on the flash of light? DId you mean there should be a flash and after the flash the character will just become the knight?

I am assuming you are pointing to the knight? hmmm ok I will make it more fluid!


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Heyo, it's been a while since I post here... Been busy improving my pixeling skillz  ;D

Long story short, I am in the process of creating my dream game
Dream game = soul inspired combat + distinctive play styles + anime (not the shitty ones) inspired characters + unique story telling mechanics

This place is purely about pixel arts so I will shut up about the game... Anyways, here are some gifs!!

Three starting combat vocations:


Main character:
Idle

Walking

Transform for combat


Combat - Knight(Straight sword)


Combat - Mercenary(Ultra greatsword)




Combat - Vagabond(Katana)  WIP


Please, ANY feedback is greatly appreciated!! Also feel free to let me know if you are curious/have suggestions for the game. If you are interested, here's the link to the dev log I am keeping, it has the introduction and all explanations on mechanics:

http://forums.tigsource.com/index.php?topic=47896.msg1137788#msg1137788

Thank you very much!

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Pixel Art / Re: [CC][WIP] Shrek is it you?
« on: April 11, 2015, 06:52:02 pm »
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 !

Got it, thank you so much for the tip!! Editing it now..

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Pixel Art / Re: [CC][WIP] Shrek is it you?
« on: April 11, 2015, 02:19:30 am »
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.

Hello Skaz!! Thank you much for the reply, good catch on the color! I am pretty bad with color so this is a real struggle, I am thinking maybe give him a elephant color... any suggestions lol?
As for outline, I am trying to really get rid of it since none of the other characters in my game has outline. But one issue for me is, I could not show the muscle definition without the outline. Is there a natural way of doing that without using outlines?
Will do! Nice catch haha!

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Pixel Art / [CC][WIP] Shrek is it you?
« on: April 09, 2015, 04:54:11 am »
A "grunt" enemy for my game. Any tips on color/shading/outline/everything will be appreciated!



Thank you so much guys!

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