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Messages - ArzNova
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Pixel Art / Re: Washed Up character art
« on: July 25, 2017, 02:11:11 pm »
Cigar ape with the robot fist looks kind of deformed but other than that these look pretty good. Revisit him specifically to try and get his design less L-shaped

What do you mean by 'L-shaped'? I'm looking at it, but I don't really get what you mean.

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Pixel Art / Re: Secret Lab Scene for Pixel RPG project.
« on: July 25, 2017, 03:29:21 am »
Yeah, I agree about the metal texture. I like looking at material studies to try to get a sense for what makes a texture really feel like it should. And I still suck at it.

But things like this help I think:


When I think of a metallic texture, I think high contrast. I know your metal is supposed to be messy and rusty or something. But even then, it looks a little flat and could benefit from higher contrast.

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Pixel Art / Washed Up character art
« on: July 25, 2017, 03:23:51 am »
So I'm making a game called Washed Up, which is a water-physics based 2D game about sailing the seas, dodging hazards, fighting monsters, and searching for treasure.

The setting of the game is some sort of post-post-apocalyptic setting where apes, monkeys, and one canary are intelligent and rule in a pseudo-18th century world. There are some touches of rough steam-punk style tech mixed in.

So I decided to paint the cast of characters I was writing about, and I thought I'd get feedback on style and design. I've been doing pixel art for a while, but only just recently got my first gig. So I'm using what I've learned over time and what I'm learning from that gig to create the best art I can for this project.



So the style I paint in is kind of inspired by minimalist pixel art (like Sword and Sworcery and others). So the rules I have for character design include things like limiting the eye size to one or two pixels, the feet go straight down with no foot sticking out (even on large characters). And other things like that.

Once again, I'm new to take pixel art seriously, so constructive feedback on anything is appreciated.

(PS, I know it recommends a gray background for posting images. But many of the color schemes are designed to pop out on blues / teals because of the naval setting. So aside from the naval officer, I keep the use of blue to a minimum.)

4
Pixel Art / Re: Idle and Running platform character
« on: June 11, 2016, 04:16:14 pm »
Hi, Pixelnick. The internet is a small place, right?  :P

Maybe adding a little bit more dynamic movement to things that might move around, like his hair or hood, might help. The animation reads perfectly well, though.

Here's a really crappy version of what I mean:

Old:
New:

It's a suuuper tiny effect, but maybe that's what you're looking for? As I said, that's my super crappy version (I made his head bounce by stretching his face) but maybe it reads well enough.

5
Pixel Art / Re: [WIP][CC]Pigsodus Travel Map
« on: May 31, 2016, 10:13:17 pm »
I think there's too much busy texturing going on. For me. (I tend to be minimalistic, so take that with a grain of salt.)

Because all of the textures flat and busy from the front, there isn't really a sense of lighting, and so it almost feels like all of the duplicated trees are flat textured pieces of paper.

I'd tried to be more straightforward with where the light is coming from on the trees and reduce the overall business. On that note, I feel as a personal style thing that outlines - especially pure black outlines - should be reserved for important things, like interactive objects and physical platforms. Having every single background element outlined so starkly is distracting to me. But again, that's a style choice.

Love the colors! Keep it up.

6
Pixel Art / Re: [WIP] Jellyfish scene
« on: May 31, 2016, 10:07:57 pm »
You're way better than I am, but for the flowers thing, they are pretty smooth as far as shading goes in addition to the fact that they have a similar color to what's behind them. If you don't want to change colors, perhaps adding more contrast to the flowers would bring them out a little bit more? Just a thought.

7
Pixel Art / Re: [CC] Here's a little chameleon
« on: May 31, 2016, 10:04:35 pm »
Looks good! As far as colors go, I think maybe the background should be somewhat darker and maybe a little different from the tone of the chameleon. Also I think it looks better with shading to change color slightly instead of simply changing value. (Like the darker colors become more blue and lighter colors more yellow.)

You can find some resources online like these guys to see what I mean:



And other things like that. I'm no expert, but there's my two cents!

8
Pixel Art / Re: Critique and Questions
« on: May 30, 2016, 09:34:09 pm »
Wow, I just did a double check on the proportions, and I made a mistake I've made before: I didn't account for the waist. Here is a new version with new colors and height:



I don't think I want to go as extreme with it as you had in your version (plus she needs to have the red bands on the wrists / ankles), and I kept skin the same color because she is not caucasian. But I think it looks waaay better this way than how I had it originally. The animations will take a while to update.

Oh yeah, and I strapped her sword on her back.

EDIT: The reason I kept the pants darker instead of lighter was because when I extended her height it presented some problems. Because the pants are baggy, having pants that big and that bright drew waaay too much attention to them. But I change her arm wrappings to a new white that is lighter than both her leggings and shirt so you can always see them moving.

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Pixel Art / Re: Critique and Questions
« on: May 30, 2016, 02:55:55 pm »
Thanks! I did the export and save thing you suggested. Hopefully he'll fix that in an update.

And yeah, I've actually been in contact with the guy behind Irkalla and wanted to redo a sprite of mine that had a similar style. So this is the result! The baggy pants and hair similarities are a coincidence, but aside from that is the style too obviously derivative?

EDIT: For the clothing, I was going for Harem pants and geta shoes, which is why they are so detailed. I couldn't think of another way to do that without them just looking like slippers or something.  :-\

The top is a simple robe and the arms are meant to be bindings (as worn in sports / martial arts).

10
Pixel Art / UPDATE: new walk animation (character sprite)
« on: May 30, 2016, 12:38:41 pm »
Hi! I'm new here.

So I updated the colors, height, and walk cycle and would appreciate feedback from people. Literally anyone. Single adjectives or anything. Share your two cents. Or even one cent, if that's all you got.

OLD Walk:


NEW Walk:


Stand:

Run:

Sprint:

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