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Messages - eishiya
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1
Pixel Art / Re: [CC] [WIP] Character sprite feedback
« on: November 09, 2020, 03:47:10 pm »
While I agree with most of bengo's advice, I feel their edit goes overboard and completely changes the style (and in the case of the bird, changes the design/species), loses some readability, and loses the lovely sense of volume the original had. I think it's a good edit to study, but I think it can be difficult to figure out how to incorporate those changes into one's own work, since it's so different.

To help bridge the gap somewhat, here's a different take that incorporates most of what bengo said to a lesser degree, keeping most of the original style.

It uses more colours (14 instead of 9; original had 18) and keeps the external outlines because I feel they improve readability, but makes some similar changes to the silhouette and adds/corrects some of the same details from the reference that were missing/off-model in the original. Mostly I focused on adding the big details from the ref while getting rid of the small ones that weren't reading well (folds, etc), and removing highlights that weren't important or helping define the forms.
I kept the details and lighting on the legs because I don't think they were clashing with the head at all, the contrast there is much lower. I even added more contrast and I still don't feel it clashes.

The things I "corrected" were the heights of the shoulder pads, and the relative sizes of the boots and gloves. Looks like you struggle with keeping those consistent, OP, so that's something you should try to focus on specifically. I also made their trousers tighter (=legs thinner) to be consistent with the ref.

2
General Discussion / Re: Order of Techniques
« on: November 09, 2020, 03:43:02 pm »
I go the whole nine yards on one of the keyframes (typically an idle pose; I usually do idle animations last) just to be sure that everything reads well. Once that's done, I block in the frames very loosely, and I don't deal with lighting and details until I'm satisfied with the base animation. I'll only touch lighting during this stage if it's an important and dynamic part of the animation.

I usually do this cycle (block in -> refine timing/poses -> lighting/details) on each separate animation rather than several animations at once, because I like having something I can call done on a regular basis. It's probably a less efficient way to work overall, but for me, the psychological benefit is worth it.

3
Devlogs & Projects / Re: On the take - Visual novel
« on: November 08, 2020, 07:13:29 pm »
I wish you'd actually talk about what's going on in your posts. Three months of posts in and I still have no idea what this project is, what kind of work you're doing and what kind of work needs to be done, or what any of these images mean. I can't even tell if I'm looking at screenshots from some game engine, a custom engine, a story editor, or what. Makes it hard to get interested in the project!

4
General Discussion / Re: ~Pixel Wallpapers~
« on: November 03, 2020, 02:41:51 pm »
This is the critique board, so yes, this is the wrong place to post this. There isn't a place for self-promo on this forum at all, but perhaps the General Discussion board would work for this. Normally I'd recommend reporting the thread so a moderator can move it, but I'm not sure there are any active ones ):

5
Pixel Art / Re: [Feedback Needed] Big Rock
« on: October 16, 2020, 06:28:18 pm »
What is the scale of your game? How big are the characters (if there are any)? The details on the rock and the ripple size make it look fairly small (smaller than a person), but its pixel size is very large, I'd be surprised if you made pixel art character sprites to match.

The rock looks good overall and has an interesting shape, but I think you can make it look even better.

The colours look rather dull. Consider adding some faint hints of hues and hue-shifting to it instead of using pure grey. It's in blue water, so presumably the sky is blue, and this would affect the colours of the shadows.

The highlights are inconsistent, the white light seems to be coming from all directions. I'd also use those edge highlights you're doing more sparingly, as overused, they make the rock feel flat.

The details seen through the water look rather noisy, lots of single pixels that don't communicate any meaningful detail or texture. Similarly, the details in the big crack at the top of the rock look rather noisy. Pixel art is often about committing to strong shapes, because it can't communicate tiny details well. Try to focus on showing the big shapes, they're what will create your visual interest. Don't worry about the small details so much.

The shadow cast by the rock seems rather like an afterthought, it lacks the lovely shaping of the rock itself. The shadow would be a great opportunity to suggest some texture of the ground beneath the water without actually drawing it.

Lastly, the piece feels a little rough because of how you've placed thin dark lines immediately next to light shapes, making the pixelated boundry between them stand out more. Some anti-aliasing or different placement would really help make the piece feel more polished.

Here's an edit incorporating the above. I focused mostly on the big shapes making up the rock, and making more "details" by adding more protrusions and dips, rather than surface details.

6
Pixel Art / Re: [WIP] How can I improve this piece ? Quiet island
« on: September 28, 2020, 11:09:38 pm »
I think the walls and rocks don't fit together primarily due to the lighting, which is more intense and directional on the rocks, and more hazy/overcast-like on the buildings. The buildings have less contrast and form definition than the rocks.

7
Pixel Art / Re: Animation
« on: September 28, 2020, 10:43:25 pm »
I like the character style, but the motion feels unfinished since the character never finishes their step forward and there's no overshooting or any secondary motion to give the attack any force.

Depending on the character's personality, you may also want to keep their eye visible in all the frames. Expected fighters generally keep their eyes on their opponent as much as possible instead of twirling unnecessarily.

8
Pixel Art / Re: Female Character
« on: September 27, 2020, 07:26:52 pm »
You're looking for whether the pose, character design, and mood come across in the silhouette/low-colour version, not the details. It's easier to spot weak/hard-to-read poses in silhouette, and it's easier to spot contrast/readability issues if you reduce objects to 1-2 values.

9
Pixel Art / Re: [CC] How can I make background tileset more interesting?
« on: September 21, 2020, 03:33:16 pm »
Instead of just thinking "I need a background for this level", think about where your game takes place, and what one might naturally see in such a location. Treat the backgrounds as an opportunity to show the player more about the world, establish the mood, etc. You could even use the backgrounds to help tell the game's story, if it's got one.

That is to say, don't limit yourself to just bricks. Build the whole scene. It's more work, but it's the kind of work that makes a huge difference to the player.

10
2D & 3D / Re: Gif panning? How do you do it?
« on: September 03, 2020, 04:55:24 pm »
Not that I'm aware of ): There are some game engines like GameMaker that let you build simple scenes without having to dive too much into code, I think some artists use those.

Also, if your goal is to make gifs of a pixel art scene, I don't recommend using a video recorder like Fraps. Use something that records straight into GIF instead, like GifCam or ScreenToGif, as this will avoid video compression getting further compressed in the GIF. For scenes with small palettes (<= 256 colours on the screen at once, including colours added by any blending effects), GIFs will be lossless.

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