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Messages - Reo
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Challenges & Activities / Re: Hexquisite Corpse 4
« on: April 02, 2019, 11:28:54 am »
I'll take #10!


Challenges & Activities / Re: Hexquisite Corpse 4
« on: March 24, 2019, 10:18:02 pm »
I would like t48 please! This whole animated idea is insane btw! :D


General Discussion / Re: Community updates
« on: August 12, 2018, 01:12:06 pm »
I believe the popularity of Pixelation and its ability to attract new members i largely tied to interesting challenges and collaborations. At least I think that's a big part of it. I realize something like the hex collab is a massive undertaking but unique high-quality collabrations like that is something you can only get at Pixelation ( or Pixeljoint but the forum is difficult to find). The big collaborations drive in new and old people. You come back to see it unfold and while you are there you might as well weigh in on some WIP threads or chat a bit, but people need some spectacle other than the regular forum fare to be pulled in. Things like the old palette challenges, mockup frenzy and the Hex and ISO collab is a necessity. The interest in Pj's weekly challenges vary from week to week depending on the theme, but things like that Pixel-dailes where people can very quickly " get involved " and see their work next to more experienced artists is how to pull in members.

Pixel Art / Re: 16bit Monsters
« on: February 16, 2017, 12:37:14 pm »
You've made great progress on all your sprites so far, kudos!

And CFKaligula raises some good points about clusters and colors. But I think it could be pushed even further.

The reason again, to think about clusters at this size is to maximize the readability of your sprite, getting the most out of the pixels you had. What I did here is I used the darkest color you had, and distributed it across the whole of the sprite to bring about contrast. But I also used it to imply depth, currently your Tengu is looking a little big flat and 2D. You can use color and contrast to imply volume.

Anyhow you are making great progress, but I think you need to unify your palette more, and introduce colors to make your sprites pop. Like in your Tengu you have a darker grey you only use as outline for the legs.

Pixel Art / Re: 16bit Monsters
« on: February 12, 2017, 11:50:32 am »
Hi there Sersch! Welcome to Pixelation. :)
That's a charming band of characters you have there!
I hope you don't mind that I took the time to make an edit of your little robot friend!

Since all his colors are very close in both hue and value details like his arms are lost. If you have a player with a dark or poorly calibrated monitor they would not be able to see what is going on. In fact your 4 darkest colors are all similar enough that they're pretty much indistinguishable. To remedy this I brought the color count down from 18 to 10. The reason to utilize a small palette for a sprite this size is so that you have more control over every pixel and you don't end up using the wrong colors on the wrong objects. I also tried to bring in more highlights, not only to better illustrate the texture of metal but also to contrast the different sections, to make the limbs stand out next to the body. You've used your most dark color only in his visor and parts of the "chimney" if you instead use that color in the entire sprite it will give it more balance and your colors will pop more as they contrast to the dark.

Still the colors of the limbs are still quite close to the ones on the body, similar earthly tones. So in my next version I tinted the body more towards a metallic blue and the limbs to more of an orange which are complementary colors.
Now the different sections pop and the sprite can be clearly read, this will also help it standout next to dark and busy backgrounds. In this version I also got the color count down to 7, which might be a bit frugal. But I like to keep it low.

Another thing I tried to do throughout my edit was to think more in "pixel clusters" what is meant by that is try to minimize the use of single pixels or outlines and instead try to think as much as possible in shapes that fit together, sort of like Tetris blocks! This help separate the forms in the sprite which is especially important at this size!

Hope this feedback is of help. Cheers! :y:
I would also make the tengu's nose wobble a whole lot more! A nose that long is an asset!

Portfolios / Re: Pixel Artist available for work!
« on: November 24, 2016, 09:31:43 pm »

Available for work again.

Archived Activities / Re: Secret Santa 2016 Sign-Up
« on: November 22, 2016, 03:26:35 pm »
I'm in! Haven't participated in a few years, but this year I actually have the time.
I love an esoteric and arcane atmosphere. Intricate gothic architecture. Spikes; spiked weapons, armor whatever. Quirky robots and aliens. Chunky Armor. Fire. Skeletal and muscle-like shapes and patterns. And above all, tight pixelling.

I have a preference for art with strong contrast with pure black and I love teal & pink/purple/crimson and their interplay. You can check out my PJ favorites here

Portfolios / Re: Pixel Artist available for work!
« on: September 30, 2016, 08:49:33 am »

Still available for work! Find me on Twitter:

Portfolios / Pixel Artist available for work!
« on: September 22, 2016, 12:06:35 pm »
I am an experienced pixel artist, capable of working in a large range of styles from light and cartoony to more detailed work.
Capable of doing sprites, portraits backgrounds etc. Email me at Mechabarbarian[at] or PM me here on Pixelation. Looking forward to working with you!  :) - Twitter Profile - PixelJoint Gallery

Tiles and sprites for a cancelled Rouge-like title.

My tiles for Pixeljoint's science-themed Iso Collab.

Nes-styled sprites for a personal project.

Assorted portraits.

Personal artwork.

General Discussion / Re: The History of Pixel Art
« on: March 16, 2016, 01:32:27 pm »
Huh had no idea you had actually added the Överhogdal tapestry! I was gonna suggest that as it is actually located in my hometown.  :huh:

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