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Messages - r1k
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Pixel Art / Re: WWII Pin Up Girl
« on: July 23, 2017, 07:17:47 pm »
this is a super quick analysis, but its immediately obvious that proportions and angles are off.

The red lines are there to emphasis certain angles that are off. The blue lines are to show proportion. The blue lines on each image are about the same length, mainly to show your hips are too narrow. The torso is too long and straight. I think you should disregard detail and shading until you can block in the drawing more accurately. Focus just on the proportions, and the gesture, just using solid areas of color. This way you don't waste time detailing things you'll need to end up fixing later.

Pixel Art / Re: background to simple?
« on: May 24, 2017, 05:36:54 pm »
add some space to the top and bottom of the canvas, so that the characters head and feet aren't touching the canvas edge. Having them touch decreases the sense of space as it emphasizes the reality that the character is inside a flat box. Having objects edges line up exactly with the canvas edge also decreases the idea in the viewers mind that the world inside the canvas expands beyond its edges.

Pixel Art / Re: Atempt at pixel arting myself
« on: August 20, 2016, 03:43:53 am »
I think you can push the colors and contrast a little more. I did a quick edit based on mysterymeat's edit. I also tried to get rid of most of the single pixel noise

Pixel Art / Re: Goatman Games logo [WIP]
« on: August 16, 2016, 04:26:30 am »
the face in the lower right look alot more like a goat now. Try to think minimally with logos. Remove the details that arent neccesary.

I think the red parts here arent added anything really except making it a bit noisier. Its good youre doing alot of variations on this design, but have you tried other designs as well?

Pixel Art / Re: Goatman Games logo [WIP]
« on: August 16, 2016, 12:51:55 am »
I agree with ttk's post. When you do logos, its a good idea to sketch out dozens of ideas on paper first. Try going in alot of different directions. Then do variations on each of those slowly narrowing it down. As for this design, I think the horns look more like antenas to me, and the face doesn't read immediatly as goat.

Pixel Art / Re: 4 Frames or Should there be more?
« on: August 03, 2016, 04:12:22 am »
one thing that improves a 4 frame cycle is not reusing frame 2 as frame 4. For the up and down directions, instead of using a standing pose for these frames, draw an actual inbetween frame for frame 2, it can be mirrored for frame 4. Take a look at this basic walk cycle example from the animators survival kit:

For a 4 frame cycle we're mostly interested in the ones labeled contact and passing position. Youve already drawn the contact positions for frames 1 and 3, but it would look more proper to draw the passing position, with one foot lifted and moving forward for frames 2 and 4. Since the example is in side view, it should be pretty easy to follow for the left and right animations. Basically, you need your guy to pick his feet up.

Pixel Art / Re: Pal hires works - what to do now?
« on: May 27, 2016, 04:56:49 am »
actually I like the flatness in the original car picture.

Pixel Art / Re: [WIP] Witch Doctor Beer Label
« on: May 19, 2016, 02:29:12 pm »
I'd like to ask if there's a quick and easy way to find the exact color that lies in between the two other colors. Should the AA consider both hue, saturation and brightness?

Ya it should consider all 3. I just chose a color from your existing palette which seemed about in the middle, but if I were to add a color to the palette for the AA I'd approach it by thinking about the hue, saturation and brightness seperately first. Like in the example in my previous post, you want a color between black and a color fairly close to white, so you know right off the bat that the value will be close to 50%. IN this example the hue is easy, because you can just keep it the same, but if you were AAing between 2 very different colors you can pick a hue somewhere in the middle of those 2 colors or a gray. In such a case it would probably help to lower the saturation too, because when you mix 2 colors together (atleast in paints) the resulting color is less saturated. You probably dont want your AA to be too saturated in general, because otherwise it will stand out too much instead of blend in. I wouldn't worry too much about making the AA color perfectly inbetween though. Since youre doing it manually you can make it whatever color best suites your image and palette, you just need it to be close enough to be functional.

Pixel Art / Re: [WIP] Witch Doctor Beer Label
« on: May 18, 2016, 02:47:21 pm »
some of the AA isnt really working, most obviously to me, on the bottom of the arm. The problem is that the dark AA color youre using there is so dark its nearly indistinguishable from the black, and so might as well not even be there. The 2 lighter AA colors are more noticeable, but are also so close to the lighter color they are AAing into that they are not very effective.

It would work better to just take 1 color that is about right inbetween the light color of the arm and the black and use that. You can also make the AA pixels "longer", each color of AA doesnt need to just be a single pixel, especially if youre trying to AA a line at an extreme angle, like in this example. You can stretch that color over 3 or 4 pixels if you need to.

I did an edit showing this. Then I added an extra image on the bottom showing how you could just add the AA color from the middle image, inbetween the AA colors youre already using if you wanted it even smoother.

Pixel Art / Re: Two low resolution Portraits
« on: April 06, 2016, 01:20:01 am »

quick edit to try to put more detail in, even if its not the style youre going for

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