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Messages - Kiana
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1
Challenges & Activities / Re: Hexquisite Corpse 4
« on: May 24, 2019, 08:14:05 am »
Done and done. Good luck! ;)

2
Pixel Art / Re: 16bit Character Sprites
« on: May 22, 2019, 12:32:21 am »
Looks good - nice job! Happy to help. Hope we'll be seeing more from you soon. :)

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Pixel Art / Re: 16bit Character Sprites
« on: May 20, 2019, 08:11:36 pm »
I think what you've done to the arms and shoulders on the front view helped. Be mindful of the banding that's being caused now underneath the head and along the sides of the body where the darkest shadow meets the black lineart. It's causing a bit of blurriness/ambiguity. Easy fix - just reduce the shadow very slightly so the shadow isn't hugging the outline for the entirety of its length. Also consider broadening the single-pixel highlights on the pecs now that there's more room. The shading adjustment helped with the feet. No complaints there.

I'm not particularly concerned about the arm length at this point - it seems fine. If you want to nitpick with the arms you can consider trying to better show the bend of the arms in the front and back view, since arms at your side aren't generally vertically straight, but I worry it might be too drastic since the arms are going subtly between the pixels of the grid (the elbows are in a subpixel location, if you will).

This is subtle, but you may want to consider standardizing the location of the specular highlight on the head. Have you ever held and rotated a reflective ball or other spherical object? It stays in more or less the same place, unless the camera changes location. You can try it out if you own anything spherical or uniformly cylindrical (a soda can comes to mind if you don't have anything spherical). It seems counter-intuitive but the reason for it is that the location of the specular is being caused by the light source itself bouncing off a form toward your eye. So if your eye or the light source don't move, and the shape of the form is roughly the same, you'll get essentially the same specular reflection.

4
Pixel Art / Re: [WIP] Space Guerrilla Character
« on: May 20, 2019, 10:28:22 am »
Much better! Don’t worry about your English - I can understand you just fine. :) I hope my comments are easy enough to understand with Google translate.

In reference to the new big sprites, “3/4 back” view (where the character is turned away from us, but not completely) is considered by many artists to be the most difficult angle to draw. I think you could lower the position of where the arm attaches a little bit, so we can see more of the area between the neck and shoulder (there is a muscle called the trapezius here).

For the shading, be mindful that the spine has an “S”-shaped curve to it. Under standard top-down lighting, the top of the shoulders will usually be lit, and then underneath it will be a shadow as the spine curves forward. This might be more subtle depending on how puffy the clothing your character is wearing is. You might be able to find some reference material if you search the keywords “3/4 back view” with Google. Or you could try looking behind yourself in a mirror.

Consider darkening the lines for the nose and mouth in the large sprites so they’re easier to see. You could recycle the color you used for the hair for this since it’s sufficiently dark.

I like the new small sprites. Your character is easily identifiable from them. A minor thing you could adjust is making the head bob more subtle, or making the body move more. The motion feels slightly unnatural when the head is moving much more than the body is.

The prototype is very cool! I like the hi-tech look. Although the floor tiles are a bit visually busy, the character stands out very well thanks to the high contrast. The green and yellow colors you used complement the color palette of your character nicely. Good job!

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Pixel Art / Re: 16bit Character Sprites
« on: May 20, 2019, 10:04:40 am »
Nice changes. I appreciate that you simplified some of the shading. The forms are still being defined but it’s easier to look at.

I think it may be that having the arms be one pixel longer in the side view matches up better in terms of relative proportions. The average human’s fingers reach to around halfway down the thigh when their arms are straight. You may want to lengthen the body and upper arms on the front view, as well as lower back and arms on the back view by one pixel height to remedy this. It will have the additional benefit of helping the positioning of the feet be consistent with the side view. If you look at where the toes of the front view are currently, compared to where they are in the side view, they’re higher up. It might be a bit more obvious if you put them in the same spot on different frames (as in an animation) and flip between them. Watch closely for any “shifting” of features.

Cool concept, by the way. I’d say start animating if you’re confident about the sprites or sit on it for a few days if you feel like something might be bothering you. Smart move to make sure you’re happy with it before making it more work to fix stuff.

6
Thanks! It was challenging but a lot of fun. If you’ve never tried a game jam before I recommend doing one at least once! You learn so much about which parts of your workflow aren’t efficient, and you learn to solve creative problems quickly.

I definitely think it’s easy to lose sight of your goals or intentions while you’re making a game. It takes a lot of work and a lot of time! You can always have multiple passes of an asset or an area (time/budget allowing) in order to better incorporate your vision. I recommend writing your goals down on a sticky note and putting it on the border of your monitor or somewhere you look a lot to help remind you. You can have little notes on mood (ex. “solemn” or “energetic” or “cheerful”), style (ex. “no lineart” or “use pointy shapes”), technique (ex. “use clusters” or “make it messy” or “crosshatch all shadows”), or anything else that’s important (ex. “doing this for my mom!” or “make it fun!”). Something somewhat equivalent to this are mottos and core values. They’re usually just short catchy phrases for remembering something important.

By the way, that looks awesome. Love the energy!

7
Pixel Art / Re: 16bit Character Sprites
« on: May 17, 2019, 11:31:43 pm »
This forum can sometimes be a bit slow-moving, but to be honest, I don’t see any major glaring errors here. It looks good. Something minor that could be fixed is making the arms on the front and side view the same length. Right now, the side view has longer arms than the front view does. You can check if they line up by drawing a horizontal line from the bottom of the hand.

It may be easier to give additional feedback if we have more context about the game or even a mockup with the character in it. What kind of mood or tone are you going for (beyond “16-bit”)? What is the setting?

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Pixel Art / Re: [WIP] Space Guerrilla Character
« on: May 16, 2019, 11:53:24 pm »
Yes, it should show up on preview. For Imgur links, you want the link that has “i.” at the start and a file extension at the end like “.gif”. It’s referred to as the “direct link” to the image. For example, https://i.imgur.com/O9ncbfV.gif would be a direct link to the image whereas https://imgur.com/O9ncbfV is the page that the image is on. You can copy the direct link from the menu that comes up when you right click on the image.

9
Sorry for the inconvenience - the attachments system isn’t used too frequently here so mods sometimes overlook approving them. Imgur is a good image host to use. Thanks to the users in this thread who helped out. :)

Honestly, I think your art looks pretty cool regardless of the specific rendering style. Content is ultimately more important than rendering in terms of what causes your audience to respond to your artwork. However, the way you choose to render something can add to (or detract from) the overall experience of what you’re creating. I think you should choose your direction based both on what you enjoy doing the most and based on what kind of experience you want your audience to have when looking at your art.

Having some degree of messiness or imperfection can give an energetic look, or an unnerving look, or a cool look, and so on! Having everything be pixel perfect can give the impression that the artwork is drawn at a higher resolution and “hide” the artist’s hand to help with immersion, and you can have greater precision in the details of your characters. A mixture can get anything in-between or create a totally new feeling. There’s no one right answer or even one single effect because there’s so much you can create even in a small canvas. I do think that context can matter a lot, too. If you put your sprites in an environment that matches them then your vision can be a lot more cohesive.

Ultimately, I think you should try to develop a clear vision of what it is that you want, so that you can make informed stylistic choices and decide if feedback you get gets you closer to or further from your goals.

10
Pixel Art / Re: [WIP] Space Guerrilla Character
« on: May 16, 2019, 05:55:13 am »
Welcome! :) Your images weren’t showing up since you had the album URLs listed rather than the direct links to the images, so I fixed it for you.

I think you’re on the right track with this overall. The hue shifting you’ve done with the colors looks nice. All of the main shapes of your character are clear; you can tell what’s what.

The reason the shadows on the chest seem somewhat wrong is the positioning of the highlights. You’ve placed them directly in the middle of the shapes, but the way you’ve drawn the shadows and everything else imply the light source is higher up. It’s a simple fix - just move the highlights up a little bit. It’s ok if they touch the shadows on the front view since the 3D form is going in and then out again.

For the legs, the reason it feels off may be that you don’t have any shading right underneath where your character’s knees would be. Even though you’ve stylized the legs to be simpler than real legs so they work as pixel art, you can help the viewer fill in details by implying forms that would be there if your character was a real person. You could also increase the contrast between the two shades of black on his pants so it’s easier to see the shading.

You may also want to consider making the highlights on the arms slightly smaller, just on the front view. If you were to remove the bottom few pixels of the highlight, you could emphasize the bicep muscles more. Hopefully that makes sense - it’s a bit tricky to explain in words so if it’s unclear what I mean just let me know.

Nice work so far and good luck with your game idea!

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