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Messages - eishiya
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1
Pixel Art / Re: sprites for a project
« on: May 31, 2020, 03:25:29 pm »
Their silhouettes aren't very clear. Consider using poses where the arms aren't flush against the body. On the first character, having their ears higher so that they're not contained within the silhouette of the hat(?) would help. I'm having a hard time parsing the hat in general tbh, I can't tell what form it has and what the lines on it are.

Your shading isn't really achieving a lot right now, I think you might be too timid/tentative with it. The characters look flat because the shadows don't really suggest any volume. Don't be afraid to put bigger chunks of the character in shadow and to have the characters cast shadows onto themselves. You also probably don't need to have multiple shadow colours on sprites this small, you can get cleaner results with just the darkest shadows.

I'd normally do an edit to show what I mean, but I'm having a really hard time parsing what these characters are meant to look like. Do you have larger art of them, or different angles?

2
Pixel Art / Re: How can I improve this piece?
« on: May 25, 2020, 09:24:36 pm »
You're already dropping outlines in some parts of the image including the tail, why not drop the outlines entirely on the thinner parts of the tail? The contrast there is so low that the outlines aren't really doing any work other than creating banding.

3
Pixel Art / Re: [WIP] Losing ambition here - platform interior
« on: May 24, 2020, 02:49:36 pm »
Are these meant to be all in the same house? Houses tend to have the same or at least similar styles of baseboards throughout. Wall and floor styles are usually either consistent or similar/coordinated in style. Your rooms feel inconsistent and random. The different styles of baseboards also make it look like the floor heights don't match.

Unless it's for a specific effect, avoid using such saturated colours and having such high areas of contrast. Not only are such saturated colours uncommon in real buildings, they get in the way of reading the scene. These are just the backgrounds for characters and objects. Making them so eye-grabbing will leave no room for the important stuff to catch the player's/viewer's eye.

Your list includes some hallways, but every room in your building has the same depth. You can fake different depths by having the floors narrower (with black and the walls filling in the extra space).
...actually, why can we even see so much floor at all, if this is a platformer? Would it not be better for a platformer to only show the back wall, and either no floor at all, or the tiniest hint of floor? This kind of 3/4 top-down thing is better suited for RPGs and adventure games.


I suggested this in your other thread (I recommend keeping related artworks to a single thread to avoid repetition), but make the floors (and maybe even the walls) thicker. Part of the reason these don't feel like a house is because the consistent and too-thin breaks between them don't read as walls, but more as just spaces between different images.
Lastly, please post your art at pixel-perfect 1x. It's hard to give feedback on blurry art or to make edits. It also took me a while to notice that these are one two-storey house split between two images (why?) and not a four-storey house.

4
Make the floor/room divisions much thicker, so they're easier to see and feel as big walls.

Your patterns seem very high-contrast, characters and objects will be difficult to read against them.

For the doors, don't draw the wall in front of them, just draw the thinner wooden door, and make it the colour of the door instead of black, I think that should read pretty well. Notice how even This War Is Mine does something like this, it doesn't draw the wall directly in front of the door, so doors are visible even when they're in front of the camera and their fronts aren't visible.

5
Pixel Art / Re: [EXID - KPOP] [ Fanart]
« on: May 19, 2020, 01:19:20 pm »
It would help people appreciate your art better if you posted it at 1x (pixel-perfect) rather than blurry upscaled screenshots, too. Screenshots like make edits very difficult, but edits are a big part of explaining critiques for pixel art.

6
Pixel Art / Re: Feedback on Beginner RPG Assets
« on: May 17, 2020, 09:43:15 pm »
Building on Chonky's excellent edit, some more reflection stuff:

Notice how the distance between any given reflected feature to the floor is the same as the distance of the corresponding real feature to the floor. This means the reflected door shouldn't be so tall, and the panels on the wall should be higher in the image, closer to the floor-wall boundary. I also added in the clock just to illustrate this some more. Overall, I agree with Chonky's suggestion to fade the reflections out away from where the floor and reflected object meet, as it leads to a tidier, less noisy scene, but wanted to include these reflections to illustrate how they work. I also tossed in a quick reflection for the TV stand in the foreground.

7
Pixel Art / Re: Feedback on Beginner RPG Assets
« on: May 16, 2020, 11:52:19 pm »
Your reflection of the doors is pretty good, the reflection is seen from "below" since we're looking at the scene from above. The monitor near the bed also seems to get this right. However, the bed and bin are completely off - we should not be seeing the top of the bin and the top of the bed in the reflection, because those surfaces are facing away from the floor.

Unfortunately there's no shortcut to this kind of thing, you will have to draw versions of these sprites seen from below.

Think of the reflection as an upside-down copy of your environment that we're looking into, with the floor serving as the window.

8
For dynamically posed sprites like this where you'll probably want a lot of rotations and squish & stretch, frame animation is best. For that, sketch your key frames (either as rough line sketches, or as colour blobs, whichever you prefer), get the timings down, then refine with inbetween frames. Then, do pixel polish on all the frames.

Skeletal animation, where the characters are composed of a bunch of segments that are rotated and scaled to create motion, works better on high-res art, where you can scale and subtly move things without distortions. With pixel art, it tends to fall apart as soon as any "3D" motion (rotation of the body, movement towards/away from the camera) is added.

That said, for complex-but-2D motions, I think skeletal animation can be a useful tool as an intermediate, because it's easier to iterate on the timings of a complex motion when you can just move bits around without having to redraw them.  The results can be rendered to a frame animation and manually cleaned up. If you have a decent idea of what you need to draw though (or if you have good reference), then I recommend starting with key frames.

9
Pixel Art / Re: Title Sceen WIP
« on: May 08, 2020, 03:35:32 pm »
I think this is better, yes. I think we'd see a bit of the peak of the second mountain from the left, though.

Also, your gif doesn't loop xP

10
Pixel Art / Re: Title Sceen WIP
« on: May 06, 2020, 11:50:31 pm »
The reflected parts would definitely not stretch. As someone else explained re: the clouds earlier in the thread, the reflection doesn't resize the object. However, all the different elements would be at different positions in the reflection. (They'd also be seen from different angles, but since these are all distant objects, you can probably get away with just flipping).

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