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Topics - Xer0bot
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Portfolios / PixelArtist - Commissions and Paid
« on: November 07, 2022, 10:08:30 am »
Good day, I'm an aspiring pixel art a few hours per day and present to you a portfolio in order to create artwork for projects other than my own.

Visit the Pixel Art page for pixel art portfolio.

Visit the GUI Designs page for GUI Designs portfolio.
page is currently an offline WIP, please be patient.

Do you need Artwork to start off your project ?
Individual Pieces or Sets ?
Paid or commission ?
PM me.

General Discussion / Order of Techniques
« on: November 09, 2020, 09:36:42 am »
Good day,

I'm a beginner sprite artist that's working towards a standardized approach for the animation process.
With that in mind, I hope to reduce repetition and save time while having a well planned process.

To the experienced artists, are you drawing your light sources as you work on your frames during animation or is that it's own separate step ?

I'm trying to minimize the amount of work so that it's easier to animate, and then do other things afterwards like details and stylization, that fancy belt buckle that hasn't been added yet, the shading, lighting, values and what not..

Pixel Art / [WIP] Losing ambition here - platform interior
« on: May 24, 2020, 12:53:40 pm »
Hi guys,

This entire house feels like a confusion, a mess.

It's suppose to have the following rooms:

  • attic
  • Guest bedroom
  • Second bedroom
  • Main bedroom
  • It doesn't need a bathroom for the story, but I've got two here ugh.
  • Study
  • Lounge
  • Hallway beside second bedroom
  • Garage - haven't added that

Can I have some critic here ?

Pixel Art / Hexagon Kitchen Tiles [Activity] [WIP]
« on: May 23, 2020, 07:24:17 pm »
Hi guys, so I'm working on a platformer game, and I just got back to the kitchen area, which is really grey scale.
So I thought well perhaps someone would be interested in coloring it in!

Here's the image file, you can use the fill tool!
This is for a zombie inspired game, there won't be zombies in this particular house though.

You could add aging(it's a family home, they've lived there for at least 14 years I suppose!)
You can make a timeline too, I plan on having a before the Apocalypse state(clean(possibly aged) and after.. (after being a few months) so dirty tiles ?

I really don't expect anyone to try, so please no hate. I can't post in the challenges section for some reason.

This is the floor tiles I've chosen to go with since it's relevant to the era the house was built in.. Since it's a kitchen the stones are very likely smooth not bumpy like an outdoor path might be.

For reference, here's the whole kitchen, the top section are wall tiles because of the era as well. For some reason people liked it ?

There's no furniture or windows and such yet, since it's the back layer. But if it matters there will be counters, a fridge, oven, windows, table and chairs, perhaps cat bowls and such.. if you aren't interested in filling in the hexagons, perhaps some suggestions on how I could furnish(not finish xD) it ?

Thanks for reading guys and ladies!

Hi guys,

So in Fallout Shelter you can see that the rooms are divided by black lines, but it's also 3D so that's a lil different.

I'm looking for something similar within a building.

I suppose I need to actually create the structure of the building..

In This war of mine they do a similar thing, black lines but it's also 3D..

I just made the tiles for the kitchen within the building, this is the background (background first) then I'll create furniture and such afterwards..

I mean there has to be doors between the rooms, so if I do add dividers than it'll be on a second layer. Considering it's 2d I doubt a person would see the door ? Perhaps I could also just go with the thick black lines and then add a kind of L shape from the viewers perspective on both sides of the black dividers to show that the door is at that location. Unless the dividers is textured or the same as the buildings art.. like brick or so.. I'll give that a go but lemme know if anyone's got input on a nice way to approach this.

Also thoughts on the kitchen tiles ? I haven't added much color, it kind of feels clean to me, since I'm working on a game that'll have blood involved I feel like the blood or mess will paint color to the rooms haha.

Pixel Art / Teleporting devices [WIP]
« on: October 20, 2018, 07:22:13 am »
Hi guys,

I'm working on teleporter machines, this is the first one, not animated.
The bars will move down causing the player to teleport then return back.

I feel like the color is dull, and that there's more that I can do with the steel. Any suggestions ?

Pixel Art / [WIP] Few issues with my Mansion
« on: May 14, 2017, 03:08:34 pm »
Hi fellow pixel artists,

so I'm trying to go for a victorian themed mansion sprite, the problem is I'm really not sure how to get that 3/4 perspective view.
My next step is to create a roof and I'm not sure how to do that.

I mean I want to create a 3/4 perspective roof but by the looks of it (for me) that's not possible anymore. Im looking at the sprite from the front too much instead of 3/4.

The other thing is the mansion looks a little too pale.. also the bricks seem very repetitive to me.

Here's where I took reference from

General Discussion / Its been half a year
« on: February 24, 2017, 07:39:27 am »

So I just had a look at threads Ive engaged in, and they're from may/june last year.
I cant believe it's been so long!

Man if I made atleast one sprite a day since then. :3
So Im going to try make one a day from now on, then post back in this same thread in another six months!

General Discussion / I struggle with perspective
« on: January 20, 2017, 08:59:28 am »
Hi fellow pixel artists,

So I'd like to gain some insight into creating walls, how I try see it is in 3d space, my games viewport is at 90* degrees so between straight ahead and top down.
Within the game rectangular room I created walls on all four sides. The problem is how tall should I make these walls, and how can I make it not look flat ? I feel as though i've to create larger walls to allow for more detail but Im not sure.

From what i can see I created my sprites small whch makes it seem as if Im really far away from the game room, but i can see the detail.

So for the top lengthy wall I just create it upwards, (its a brick wall) then at the top of the bricks I made circles to gie the bricks more detail that they are infact bricks, so that wall is mostly fine but there is one thing that bothers me, like if I squish the sprite in height then the bricks are smaller, does that make it look taller, or does adding less layers of brick make it look taller ?

I know if I just create the line of bricks with only the top face showing with the brick holes then I know for a fact it's top down, but as soon as I want to move the camera view down it gets confusing.

Then what is good practice for side walls, from a 90* view. if I leave the top wall with a few layers of brick and the top layer with the brick holes then how would the side walls meet the top wall in the corners ? side walls with only the top layer or multiple layers.

Im sure this is a bit to digest for anyone reading, if you can shed a bit of insight I'll be grateful thank you.

Pixel Art / Made a new animation XD
« on: January 20, 2017, 08:39:35 am »
Im wondering how long would it take someone to make theirversion of this ?
It took me three hours in mspaint :/

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