Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - eishiya
Pages: [1] 2 3 ... 113

Pixel Art / Re: Dragon!
« on: June 07, 2019, 01:28:38 pm »
Seconding daramon's comments about symmetry. Mirroring looks lazy in most cases. I think the paws and breath clouds could really use some tweaking to make them not so symmetrical.

I like the subtle changes you made to show the 3Dness of the head with the ears lowering and nose rising and becoming more foreshortened, it's very effective!

The colours on the scales feel a little dull, I think they'd benefit from more hue-shifting.

Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 04:22:28 pm »
You can edit your posts, you don't have to double-post.

You probably won't need to create different sprites, you'll just have to come up with colouring generic enough to work for all of them. You could, perhaps, apply some palette swaps or a colour overlay though, to help ground the character colour-wise in the various settings.

You're right that on a planet surface, there will be scattering and thus softer shadows. Even if the atmosphere is thin or otherwise nothing like Earth's, the dust, and just light reflecting from the surface of the planet will serve to soften the shadows. Interiors often aren't that different from exteriors, aside from colours. Both typically have a dominant light source direction (e.g. from above) and perhaps some secondary light sources (bounce light from the ground/floor, maybe some extra lights in the environment). It would not be difficult to create shadows that work for all of these, by e.g. having a sprite lit from above. Since it doesn't look like your character will be doing any space-walks, you probably don't need to worry about having a stark shadow version.

The hard part will likely be, as it often is, making sure the character's colours feel like the character is in the setting that's around them, when you have a lot of different locations. With a white-ish suit, which is likely to reflect environmental colours, this may be tough. You can simplify things by giving all your environments the same dominant light colour. With clever design, this need not result in samey environments, as you can use different accent colours and different shapes to create different visual identities for each location. Alternatively, you can use palette swaps or colour overlays to make the character match environments with very different colour schemes.

Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 03:05:33 pm »
Yep, the images are working now!

What's the environment for this character? That should determine how you colour them.
In space, there's very little scattering of the light, so shadows tend to be very stark, even on rounded objects. On a planet or inside of a space station, the lighting will of course be different, with more bounce-light and diffusion.
In addition to the shadow quality, the environment would affect the colours. The colours you're using now suggest something like a dusty Martian surface.

For the AI idle, you could have the helmet look left to right and back (or up and down) very smoothly, as the AI scans its environment. Having different idles for AI vs human would be pretty neat, and help remind the player what's going on even if the gameplay doesn't change much.

Turning the body 45 degrees to the camera (or at least some angle that isn't a profile) is very effective for communicating the pose clearly, which is why it's so common. Showing both legs and both arms allows you to have all of those for communicating the character's personality, and allows for interesting silhouettes even with very relaxed, simple poses. Achieving the same with the character in profile would require a more dramatic pose xP

Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 01:45:49 pm »
Your images aren't working. You may want to use a service designed for hotlinking images, such as Imgur, instead of Dropbox.

Pixel Art / Re: 16bit Character Sprites
« on: June 02, 2019, 05:24:06 pm »
The animation looks like it ping-pongs and the feet shuffle forward and backward, instead of cycling as in a walk. When moving forward, the foot should lift up and the foot should be angled differently. You don't really have room for a clear lift, but you can still angle the foot.  Moving forward, it should be led by the ankle, moving backward, it should be led by the heel.

Pixel Art / Re: Shaping & Shading a bag of flour
« on: May 26, 2019, 05:32:14 pm »
the issue with real objects is that they're not really interesting to reproduce, like, there's no dragon, or knight in shiny armor in real life etc
Working with real objects as reference doesn't have to be that limiting. Even artists drawing high fantasy works with dragons and knights use reference. For example, studying (or at least referencing) the anatomy and movement of lizards, bats, and other animals helps in drawing convincing dragons. Knights are just people in armour, and both of those you can study from reality. Even something like glowy wizard magic is something you can improve on by studying reality, e.g. you can study how fire, lightning, water, etc look IRL, you can study interesting lightning created via artificial and natural lights, and so on.

Most of the crazy stuff humans come up with has at least some basis in reality, and drawing from that reality can help us depict the crazy stuff better.

On the flipside of this, studying the reality doesn't have to be boring, you can use your imagination to turn those exercises into something more exciting just by adding some fantastical details or a story, while still getting all the educational value of drawing the original thing.

Please include more information about the job.
Do you have examples of the style you want? How many objects do you need? What kinds of objects? What's the pay?

Pixel Art / Re: [CC] Tiling water
« on: May 07, 2019, 11:02:05 pm »
The huge undulation of the waves by the rocks looks even more off-scale with the ships in place. Even if it's an arcadey game, some sense of cohesion is good to have, even if things aren't fully to scale or realistic. If you like the exaggerated undulation, why not make the ships rock with the same intensity?

Also, try having the water by the rocks undulate rather than merely raise and lower, that is, have the crest(s) pass by the rocks rather than having the entire water level drop and raise. Right now, the undulation looks less like wave action and more like bobbing because it's so uniform across the entire surface.

As for how to make the water surface look appropriate, I'm not sure what to suggest specifically, besides avoiding the latticework of highlights that suggests water caustics. Focus instead on directional highlights, since you're dealing with waves. Potentially useful reference image? You could also have some variant tiles with a bit of sea foam (having sea foam on the detailed tile would create too much obvious repetition).

I think the rocks could do with being recoloured. Right now, they're hard to tell apart from the water at a glance because they're the same hue and value. If you want to use the same palette for them, then consider using the darker colours more and using the midtones and highlights less, so that the rocks can have a different overall value from the water.

Pixel Art / Re: [CC] Tiling water
« on: May 07, 2019, 01:28:37 pm »
The water tiles themselves look nice, but could really use some alternate tiles to break up the tiling, as there are some very visible dancing "lines" of repeating elements.

The water level around the rocks seems to change too quickly and uniformly compared to the water tiles and apparent scale of the scene.

Is the water shallow or deep? The water caustics lines make it look shallow, since those are usually along the bottom and seen through the water. Deep water would have no visible button and would be all about reflections from the waves/ripples instead. If it's shallow and transparent enough that we can see the water caustics, then we should also see through it to see some of the submerged parts of the rocks. Even in deep water, if the water's transparent, we should see some of the submerged rock near the surface at this high angle.

Pixel Art / Re: CIN
« on: April 29, 2019, 08:11:53 pm »
I'm not an admin or mod, and I'm honestly confused by your post. There's no puritanism going on. Your art is absolutely welcome on Pixelation, I just wanted to explain why someone might've mentioned pixel technique.

Pages: [1] 2 3 ... 113