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Messages - Kiana
Pages: [1] 2 3 ... 9

1
General Discussion / Re: Site for "WIP" images
« on: July 26, 2019, 12:47:29 am »
Most people here use Imgur, a free all-purpose image hosting site. While it doesn't have a built-in zoom function, embedding an image here with [img] tags already does the trick and will work for any host as long as hotlinking is allowed since Pixelation has built-in pixel-perfect zooming. Try clicking on the image yrizoud posted to zoom in or shift-clicking to zoom out and you'll see what I mean.

2
Pixel Art / Re: Mockup for a personal project.
« on: July 24, 2019, 05:02:09 am »
Nice work so far! Your character sprites have a charming classic RPG feel.  :)

I agree with Curly - thereís too much detail drawing the viewerís eye away from the important areas. Reducing the detail in areas distant from the walkable parts of the level and increasing contrast between the two areas to visually separate them more really helps to bring focus to whatís important and reduces eye strain.

3
General Discussion / Re: Unity & 2d Pixel Art | Workflow Q&A Thread
« on: July 23, 2019, 06:57:09 am »
Thread locked by OPís request.

4
does the reply captcha thing goes away after a period of time being a user here? kinda...annoying...
Yeah, I'm not sure what the internal settings are exactly but that's only for new users to help cut down on spam.

btw, since this is a pixel art forum and not a unity one...do you know any good place where i can get some help on that part /unity workflow for sprite based games/ when issues pop up or do you guys are into it so that i can ask here?
You can post a thread about it in "General Discussion" if you have a specific issue or need tips on workflow, etc. Plenty of people here work in gamedev so I'm sure you can get some help. You can also post a devlog for your project in "Devlogs and Projects" if you want to spread word about it and get feedback on your updates.

5
If you want the guns to move independently from the rest of the sprite, then I recommend separating them onto a different layer and animating the "firing" animation (like recoil or rotating the guns) separately from the jump. When you implement the sprites into the game, just parent the motion of the guns to the body so they move together as though they're connected. Bullets, projectiles, or particle effects should be their own sprites as well so their frames and motion don't have to depend on anything else.

6
Pixel Art / Re: Schoolbag inventory
« on: July 08, 2019, 06:55:29 am »
I think your outline looks fine. There are no unnecessary jagged areas so it's pleasant to the eye. I think it only seems "off" because there are a few features backpacks typically have that aren't visible.

Maybe add one of those-watsitcalled straps at the top that people use to lift it up, or just make the front straps visible, similar how the pokemon games do.
I'm seconding this suggestion. Although you can't always see the straps or handle because they lay against the bag when not in use, moving them into a position where they can be seen helps the viewer identify the bag as a backpack.



You might also benefit from thinking about how you can visually demonstrate the functionality of the bag beyond the main compartments. Many backpacks have drink-holding pockets or mesh on the sides. I won't suggest you add visible zippers since you have a clasp mechanism and what looks to be a front pocket held in place by velcro or a hidden zipper, but you might want to think about how the bag is constructed and which compartments are intended to hold what. You can normally see the seams along the corners or bottom of the bag that are intended to help the bag hold its shape when there are notebooks and other school supplies inside. You could add minor features like these to make the bag seem more believable to viewers while not detracting from the nice clean simplicity you already have. :)

7
Pixel Art / Re: Promo shots of characters for my next project
« on: June 13, 2019, 01:32:23 am »
I can confirm it wasnít hobbler_toppler, just a user who wasnít involved and had a concern that the bluntness/lack of elaboration could potentially be taken the wrong way. I think itís fair to have pointed out the face needed work, no real harm done. :)

Nice edits so far, keep up the good work! It reads better already.

8
Pixel Art / Re: Promo shots of characters for my next project
« on: June 12, 2019, 09:07:10 pm »
Looks cool! I agree with the points made by 32 about the contrast. The arm and the form of the cloak near the top are getting a bit lost. For the arm, this ambiguity may also be caused by some tangents with the shadows on the pants near the hand. A tangent is when the edges of two forms or shapes are touching or nearly touching, making it difficult to tell which object is which, or obscuring the silhouette of a form. Clear silhouette helps your artwork "read" properly at a distance. Considering that there's also a bit of a tangent with the sword and the cape, the easiest fix to this might be to move the position of the arm and sword either up or down (down might require less editing).

The perspective and twist of the legs is really awesome. It's adding a good amount of dynamism to the character's pose. It would be cool to see that aspect of the gesture reflected in the upper body and cape more. If you have a mirror and something cloak-like like a blanket, try standing in the same way your character is - one leg back in perspective, pelvis turned to the side, and upper body/head directly facing the mirror. I tried this just now and what you have is mostly correct, but there ends up being a bit of a twist in the torso fabric and the cloak can have a bit of perspective applied to it for an even more dramatic effect - if you want to, you can push this. I'd say that making a standing pose look dynamic is one of the hardest things to do so great work there so far!

Everything here is in an acceptable state except for the face

I'm sorry but you need to entirely redraw that, preferably with some reference material on hand. Everything else here can be kinda glossed over.

Got a report from a user who didn't think this comment was constructive enough. I see what you're getting at, but can you elaborate a bit more on what you think could be done with it? OP might not know where to take it or what to look for just by looking at a reference. What kind of references should OP seek - photos or other pixel art faces?

9
Portfolios / Re: Pixel Artist For Hire
« on: May 24, 2019, 11:14:01 pm »
Please put some samples of your work into your post so potential employers can decide if you would be a good fit for their project. You can upload them to Imgur and wrap the direct links in [img] tags or simply leave them as links. It would be a good idea to include contact information as well. You can also give details such as rates, what kind of projects youíre looking to work on, and availability.

10
Challenges & Activities / Re: Hexquisite Corpse 4
« on: May 24, 2019, 08:14:05 am »
Done and done. Good luck! ;)

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