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Messages - SeinRuhe
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1
Pixel Art / Re: Lizardman - please critique
« on: May 23, 2021, 02:50:58 pm »
SeinRuhe - I was really happy to see this much response :)
I would love to see your lizard from the past!  and feel welcome to do your own take on this one for sure!
So about lights. That light ball next to it is very helpful. To me, on it it looks like the light comes from the top, on the lizard the light is from the top and sort of from the left. Your arm looks much better with the cluster of light rather than my strings. However, if the light would come from the top, or a bit more to the right, I find it a bit hard to figure out how the light would work on the arm, since the light would be somewhat more parallel to underarm itself. If it from the top and the arm is at an angle, wouldn't it look rather similar to how it looks now?
I really like your colors. I want to place this creature in a sort of dank and cold area, while I do feel yours is warmer and nicer to look at, how to think about the area it is placed in?
Thank you!

Well, this technique works both ways, the rule of thumb goes: If the light is warm, shadows should be cold. If the light is cold, shadows should be warm. This light behaviour really happens on nature most of the time, is just really subtle. There are lots and lots of exceptions and you can also completely ignore this, but is a nice thing to have to in mind to make colors look pleasing in a sort of easy way.



The way light interacts with planes is simple, yet really *really* really hard if you're still getting the hang of it. My suggestion in this case is to leave the rationalization aside for a bit and simply grab a flashlight, your cellphone, a candle or any source of light, lock yourself in the darkest place you can find and see how light interacts with your arm from any given angle. This exercise should give you the insight you are looking for.

The light ball is just a reminder for the lightsource direction, you can use it or not as long as you have the direction clear on your mind.

If you want to give a look to my lizard here it is, is really old and have lots and lots of mistakes so you shouldn't take it as an example!




EDIT: If you really, really want to understand how light works you could also read the book "How To Render" or "Color and Light", For what I understand seems like the concept that is confusing you is Light Decay/Falloff.

2
Pixel Art / Re: Lizardman - please critique
« on: May 23, 2021, 03:09:58 am »
Either I'm getting really slow or you guys are getting really fast giving advice :blind:

So, Spajjder, I like your lizardman design, I also like the pose a lot for some reason, looks sassy in a good way.

As for critique, I would make some edits here and there:

- Before everything, I can't stress this enough but be really mindful of your lightsource and what planes look directly at it since this is what determines value changes!

- I may be miss reading this but the hand on our right seems to have 5 fingers instead of 4 like the one on our left. (Edit: Fskn already pointed this lol)

- Anatomy on the shoulders/collarbone seems a bit funky, reference some humans and lizards for this, animals share a lot in common and depicting this subtleties right should improve your work substantially.

- This is personal preference and is not a rule, rather a tool, but if you have cold shadows, light may look better warm. Of course color is relative so in case you decide to pick this advice, just make the color of the light feel warmer, no need to make it yellow or red.

- Texturing is really hard in my opinion, so try to focus first on the big shapes. If your work looks cohesive only shading the basic stuff chances are that texture will look great on it.

Here's an example on textures that I always loved and it happens to have scales too https://twitter.com/ichi_et/status/676402249300488194

And here's my pseudo edit, it has zero cleanup so careful



PD: I may revisit this with a bit more time next week, also did a Lizardman a couple years back that needs revision so your piece is the ideal testing ground :D

3
Pixel Art / Re: [CC] Buff dude
« on: May 19, 2021, 10:03:18 pm »
I agree with Fskn, it looks very noisy. Besides, he doesn't look buffed at all, and design could be improved to have better readability.

There are some stuff I would change to improve the overall sprite:

- The leg on our left looks broken, foot too.

- The hand on our right reads as if the thumb is pointing downwards, effectively making the sprite have two hands of the same instead of one left, one right hand.

- If this is for a game I would change his outfit to better reflect what a buffed guy wears to the gym or something like that.

- If the idea is that his upper body is way bigger than his lower body I would also change his pants for shorts, showing skinny legs may help to sell the idea that his torso and arms are really big.

- Lastly, this is really specific of games but try to put the lightsource on the side closest to the camera, in this case the left side. This really helps things to look consistent on a game when flipping the sprite, lightsource as it is will look really weird when mirrored.

Here's some dirty edit, I did this on my phone because my back is killing me so a lot of extra cleanup is needed.

Feel free to take whatever you think works and discard the rest!


4
So, I've been trying to find time for this, I did another round of cleanup in her body, still missing a lot of stuff and is taking way more time than expected, which discards the idea of stealing Cels idea of making a comic book, but at least I want to keep idea this and make this piece the cover of a comic book.

Any thoughts or suggestions on how to improve what's already there or if I need to add or remove something (Not her clothes Cels, I can read your mind!)

I'm still tinkering with the idea of a minigame for this but one step at a time! :hehe: (although any suggestions on this may help me to start the engine faster)


5
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: May 18, 2021, 12:14:19 am »
Long time without reading this thread!

The jump looks stunning Fskn! I think the only improvement for it would be to have a landing frame but again we hit the sprite number wall (Aaaand I see you already did lol). So far the only viable way to make your project fit the restrictions of a NES is to cut down the fun of those extra little frames  :'(

I do agree with cels, if you do a cartridge kickstarter, I'll invest too!

I'm trying to find some spare time to edit the walk animation, up to this point is the only one that could use some extra tweaking

6
Pixel Art / Re: Robot Walking and Attack Animation
« on: May 17, 2021, 11:58:17 pm »
Never put images on posts as attachments, upload them to imgur and post them as [ url ] imageurl . png [ /url ], of course, without any spaces. Using this way we can see images instantly without the need of a moderator to approve your post!

7
Pixel Art / Re: Shield with some gold on it
« on: May 17, 2021, 11:55:52 pm »
Hi Diamphotoxin,

There are a couple aspects you can improve on the shield:

- The first one is highly subjective but I would avoid connecting pixels at the outline in a staircase manner. Some people do see diagonals as disconnected pixels so this is merely personal preference.

- The skull hardly look as a skull, always reference pictures if you can. No matter how much experience we have as artists is better to never trust memory.

- Always have in mind the lightsource and how it interacts with the object you are drawing, this is the key to make something look good.

- Study reflective materials, they have a pretty specific behavior. I recently explained it so please check this post https://pixelation.org/index.php?topic=65186.msg257285#msg257285

I do not have enough time for a full edit so I re interpreted the skull, the ornament on top of it and the corner at the bottom as a standalone thing. Hope it helps a bit to illustrate my point.



PD: Use imgur as an image host to post on the forums as .png, avoid inserting images as attachments since it takes really long to be approved.

8
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 13, 2021, 04:35:26 am »
I think I'm going crazy, I did some small edits here and there on the 32px version and while working on it I just stopped seeing him bald, went to take a leak, and again, baldness in the center of the head for a couple mins, and puff, gone again. ???

Anyway, I did some small edits on his hair, also gave him the perky little butt that we ended up covering on the fairy, faces that chiseled tend to have that kind of chin in my opinion.

Take what you think it works and discard the rest, you got way more skill with this kind of NES graphics than I do!



Edit: I think the baldness I'm perceiving is a mix between color and the lack of hair volume on the upper part of his head, it matches the silhouette of the skull perfectly hence my brain deceiving me. Almost sure nobody will perceive this the way I do so no worries there fskn ;D

9
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 13, 2021, 02:55:04 am »
My pixel goodness Fskn, he looks really dangerous, why would he need a sword if he has that face to scare enemies? I would cross the street and change sidewalks just to avoid passing near him. If that's the idea you nailed it, otherwise maybe tone down a bit some expression lines? Besides personal preferences I would work a bit on the readability of the bangs, he looks kinda bald on the middle of the head.

10
Extremely underpaid, as Matwek already pointed out.

Erik, to give you an idea, the budget for the making of Street Fighter 3rd Strike was 8 million usd, of course this includes not only art but all dependencies involved in developing the game.

This is why your experience in Fiverr and Upwork was so bad, you are hiring people that have no idea of the real scope of a project with this requirements, as soon as they realize what they accepted they just end up delivering really low quality assets or just bailing on you.

To make the project viable you should make compromises on expectations, scope and style. Otherwise you will have here the same experience as in Fiverr and Upwork.

In the style and quality you are requesting 1000 usd will get you at most the design of 5-6 characters without any kind of animations.

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