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Messages - bengo
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Pixel Art / Re: Our Lady Tribute portrait
« on: September 09, 2020, 11:27:27 am »
The better you can draw the better you can do pixel art. If you want to improve then I suggest you check out drawing resources. Proko would be a good place to start. I won't beat around the bush, I'm sure you can improve this and your work in general but you will have to put time into studying those fundamentals. For this you'd want to do some drawing studies of faces (after watching a video or two from Proko on the subject).

Pixel Art / Re: Female Character
« on: September 06, 2020, 12:27:51 pm »

Edited Dpixel's edit (good job, by the way!)  of OP's. Like Ken has said it's all about implication of things rather than being direct; pixel art is usually so small it's practically impossible to make it true to life and the smaller you get the more it has to be about the "implied" instead of what would be closer to what it is in reality.

Now onto my thoughts on this edit of an edit- I feel she's at such a small resolution that, while adding a fully black outline does help her pop out, it comes with the burden of not only flattening the sprite but even more worrisome is it can hurt readability in some regards. When it's this small having to outline the entire figure can imply and make certain limbs look too long or short, it can change the description of the form, etc. I think this is where selective outlining comes in handy as well as simply breaking the line altogether, this way there will be an outline but since it gets lighter and sometimes breaks it implies the outline is getting "thinner". We have to opt for that since we can't go smaller than a 1px size. The only way to avoid this would be going larger but even fighting game characters, which can be fairly large, tend to use selout. I've also changed the silhouette and have done my best to give the indication of a nice top down lighting. I threw out the eyebrows and went for a more traditional (: .) face since I feel it reads better at this size (her eyebrow could be mistaken as a brow shadow, meaning her face would be much more masculine, fine if you wanna go for a masculine woman but I assume we wanted a feminine woman). I ensured the hips were wider. I didn't try to follow any perspective (it'd be very hard to indicate with the amount of pixels you have available anyway) because, like said previously, it's more about the implication/essence of the thing especially at this size.

Pixel Art / Re: Portrait critique request
« on: September 05, 2020, 02:01:49 am »
It looks very nice but I'm gonna back what Ryumaru said, seems like having it this large, in my opinion, defeats the purpose of it being pixel art. Even most "large" pixel work isn't gonna be this big so I think you're gonna end up having to do quite a lot of cleanup work, which means blending or dithering making sure things gradate properly etc. Posting the ref would help too.

Pixel Art / Re: Clouds during a red sunset
« on: September 05, 2020, 01:51:07 am »
Hey there! Good effort on those clouds, they're looking pretty cozy. So, I agree with SeDiceBisonte, you should definitely google and reference some pictures of clouds at sunset, it'll give you an idea of what kind of colors you can expect to see. It's quite a pretty shift, going from blues and purples to pinks and even some peach oranges. Color pick and check it out! I feel in yours you don't have drastic enough shifts, I also think you should keep in mind saturation shifts (You don't want everything fully saturated, from a design standpoint you typically want areas of interest saturated and "rest" areas to be desaturated).

We also need to understand that, while clouds are quite fluffy and almost formless, they're still planar and will follow the laws of light. It might be good to treat them like cubes at first, maybe only using 2 or 3 colors (so one for shadow, one for light, one for bounce light which will be very subtle and not much brighter than the shadow) I think this will help simplify things. Then after you can round out the forms and add all the fun "cloudy" shapes. Worry about the big shape then the details, this is especially true for pixel art. Another thing to note would be there's a gradient in the sky, it goes from bright at the bottom to darker the higher up it goes.

I would recommend checking out this video on painting clouds, while you're doing pixel art the fundamentals of art still apply-

Here's my edit of the picture trying to keep in mind the principles I stated above. Good luck and excited to see another update.  ;D
My edit:


P.S. I just remembered this was to be done with a specific palette I completely forgot while I was doing my edit. I would still recommend changing the colors used; if there are colors closer to what actual clouds' colors are in the MD/Genesis palette would be I say do it.

Pixel Art / Re: [WIP] Forest assets and palettes
« on: May 07, 2015, 06:41:07 am »

Edited eyes, shading on hand doesn't work imo, changed palette a bit.

Pixel Art / Re: skyscrapers too boring
« on: May 06, 2015, 08:53:23 pm »

So I see you are trying to do with the atmospheric perspective, I can appreciate that but i feel you really need to make the metal in front pop and be mucher darker in order to contract with that. I've also added a quick gradient to the sky and skyscrapers to show you can give a feeling of depth, in your case obviously I'd recommend pixelling it, just for the purposes of it being an edit I opted to use photoshop's gradient. I may have darkened the buildings too much, if you wanna push the idea of them being in the background you could always have a gradient that lightens at the bottom and keep the buildings a lighter color, I just felt having them stand out a little would make a nice 1/2/3 effect with the foreground, skyscrapers and finally sky. Also, the colors you had on the metal didn't really have much of an effect, they're too hard to see. I'd recommend looking up some reference of metal textures and trying to add a bit more contrast between colors.
As you can see in this image, there's a decent amount of contract via value and saturation variation mainly (but a little bit of hue variation).

Pixel Art / Re: [C+C] [WIP] We can still be friends
« on: May 02, 2015, 08:56:02 am »
Well, it's a good lesson on composition and how to make sure what you're drawing looks like X thing. I mistook the dithered portion for him breathing fire because 1) it was next to his mouth (plus he's made of fire), 2) it was the only place with a different color (the other rocks didn't have that, so my mind didn't associate it as a shade for the rocks).

While dithering can add texture to an object, as far as I can tell it was originally implented due to hardware limitations on machines. Since pixels are so small, you can essentially trick the viewer into thinking (with dithering) that you have a color inbetween the two colors (used for dithering). So keep in mind this effect will happen with your art as well but imo it's just better to go ahead and throw extra colors into your palette, unless you're trying to emulate a certain machine or you're working on specific hardware. I've shown 3 different ways you can go about rendering this rock, through dither, through adding more colors or through combining both.

I would really appreciate if you utilize the crits I've given you and I'm excited to see you flesh this out into an even better piece. As I've said, it does have a LOT of potential! :)

Pixel Art / Re: [C+C] [WIP] We can still be friends
« on: May 01, 2015, 11:53:31 am »
FYI - Instead of replying to the thread constantly you should edit your latest message and put the new update that way.

I feel this piece has a lot of potential to be so much more so I did an edit to try and push some of the elements I felt would make this piece really pop and solidify.
I've made Fiona's helmet actually act more like a helmet (it's clear and is reflecting the fire).
I've pushed the contrast of the colors via hue, saturation and value, I recommend you color pick to see what choices I've done but you should ultimately attempt to figure out my process behind what I've done instead of just copy my palette. Your original color composition is smart, it's orange and purple essentially, so push that!
I've made it so the rocks look more cubed-shaped and tried to minimize pillow-shading (which makes things look very soft, it's bad 99% of the time imo).
One of the most significant changes I did was take away the dither fire and made it more of a shape; I really don't think dithering helped there and it blended in with the rock behind fire-boy.

I hope this edit helps!

Pixel Art / Re: Please help me with this boy running animation
« on: November 16, 2013, 10:34:26 am »
Do some sketches of him in a costume, that'd be a start. I can't critique on the animation since I don't know much about animation.

Pixel Art / Re: First Pixel Painting [C+C]
« on: October 13, 2013, 07:56:28 am »
Oh true, but even then I don't think it'd be that dark.

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