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Messages - ErekT
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Pixel Art / Re: [ C+C ] first animation attempt
« on: March 21, 2018, 01:47:29 pm »
For the animation, try some slow-in/slow-out to bring it to life:

Pixel Art / Re: Animation Studies
« on: February 12, 2017, 01:32:28 pm »
Love the bottom one :)

The swinging arm thing doesn't seem right. If there's no force applied from the source (like a dog wagging its tail) then the weight of its end tip should control the swinging. So that means the fall, or the start of the swing, should be much less abrupt. Dunno if that explanation makes sense? I can try an edit later.

Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 13, 2017, 02:14:44 am »
eishiya is right. Your main tool for building atmosphere is good use of light and shadow, worry about them colors later.

Here's a four color monochrome to illustrate:

Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 12, 2017, 03:24:39 pm »
More industrial and post-apocalypse than cyberpunk maybe but Cyber Shadow sticks pretty close to NES limitations:

Shatterhand is worth giving a look also if you haven't done so already.

Pixel Art / Re: Too bright colors?
« on: December 14, 2016, 03:20:31 pm »
There's your answer. Your original colors perfectly communicates what you want to achieve. People always comment on colors when they have nothing to say because it is the most subjective element.
People comment on what they see, and it's down to the artist to clarify it if he wants critique to take other considerations, like inspirations or intent, into account. We all have different frames of reference after all :)

Pixel Art / Re: Too bright colors?
« on: December 08, 2016, 08:41:36 pm »
I think they look pretty great, on my shitty laptop screen at least :P The ground color might be a bit too saturated and/or bright, but I guess it depends on how much you plan break it up with grass tusks, ponds, rocks, rivers, stuff...

Pixel Art / Re: [WIP][CC] First time doing a portrait, any feedback?
« on: December 08, 2016, 08:23:13 pm »
Here's some ideas building on MysteryMeat's edit. It's easier to work with less colors so if you can shave the palette down, go for it.

EDIT: Tweaked some more.


Pixel Art / Re: What's the difference between these 2 sprites?
« on: December 08, 2016, 06:36:32 pm »
I agree with everything that's been said. Just like to add a little extra to the bit about evenly high saturation that eishiya brought up. The reason you don't want even saturation across the color spectrum is because human eyes don't work that way. Basically, the less light, the less color the eye is able to pick up. So if your dark colors (meant to simulate areas in shadow) have as much saturation as bright areas, then the entire thing will look self-illuminated. Like a garden gnome with a lightbulb inside of it.

Hue-shifting also helps build the illusion of natural lighting. I say illusion because on a computer screen or TV every pixel you see is illuminated of course. If you shift darker colors slightly towards the cooler end of the spectrum and brighter colors towards the warm end you can create an impression of afternoon sunlight for instance.

General Discussion / Re: Picking which tool I should use for pixel art
« on: December 04, 2016, 11:36:43 am »
In my opinion people who say try them all are right, because it really *is* down to personal preference more than anything else.

- Is there some tool that I missed that can do both tilemaps and animations?
Not that I know of. ProMotion seems like the best bet for this.

- What tool do you personally choose and why?
GraphicsGale and Gimp. I do a lot of animating and GraphicsGale is good with that. Selection tools are kinda shaky tho so I'll copy stuff back and forth between GG and Gimp sometimes when I need to.

- Am I approaching the wrong way? On one hand I feel that the tool should do as much as possible, but at the same time pixel art is a lot about precision, and maybe having advanced shading tools like in Pro Motion can actually hurt me in terms of producing less quality art?
3D is a very technical discipline so the tools matter a lot there. Vector stuff and 2D illustration less so. With pixel art the tools hardly matter at all as long as you're comfortable with them. I mean, you place a pixel and there it is! To get that pixel to work well with all the other pixels you place is entirely up to you.

- Is it wise to do tilemaps in tools like Photoshop which don't have any support for them, and just manually copy them over all the time? I've seen a lot of people do it, but I've also seen people post ridiculous workflows when they copy things back and forth between tools all the time.
ProMotion has specialized tilemap tools if I remember right. Other than that I don't know, I don't really do tilemaps myself.

Why not pick a program that looks promising and then, if or when you hit some kind of wall then try another and see if that works better for you? To me, it seems more intuitive to experiment and figure out the optimal workflow for yourself rather than try and nail it down beforehand. Everybody different and all that. Even in the 3D world where tools really do matter, people will swear by different things.

Pixel Art / Re: Game Character Art
« on: June 02, 2016, 01:25:34 pm »
I like im :)

About proportions - it depends on what perspective you're going for I guess? I'm reading this as a slight overhead angle, mainly because of the tilt of his head and the positioning of his feet in relation to each other. The proportions are ultra-cartoony and with that in mind, there's not anything that jumps out as problematic to me at least.

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