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Messages - CFKaligula
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Pixel Art / Re: [WIP] [Feedback] My D&D Character
« on: July 22, 2018, 08:03:02 pm »

I did an edit to show how I would do the lighting, and also changed and removed a some colours. I also tried changing the hair so it would be more readable.

Personally I would remove those brown and grey lines on his chest, its too much detail, especially for animation etc. So just a full green shirt should be good enough, a sprite does not need to be an exact copy of the way the char looks.

Pixel Art / Re: Help at animating this.
« on: June 20, 2018, 04:09:46 pm »

I think there a lot of cool stuff you can do with this stance, i tried just making her circle with her arms and body. Not sure if this is what you are going for with the animation, you could also make her just have very strong breathing, which can be done by just changing the timing of the frames. Was very fun working on this tho.

Pixel Art / Re: Is this ghostly bow appropriate?
« on: February 02, 2018, 06:35:07 pm »
just an idea, but what about making it seem more like it's actually firing an arrow?

seems less like it is just going in and out of the bow in a sexual manner.

Pixel Art / Re: Learning Pixel animation.
« on: December 20, 2017, 03:06:46 pm »

This should probably help you. Animations with a lot of movement like this need to have squashing and stretching, the more squash and stretch, the lighter the ball. In your animation the ball doesn't get a different shape at all, only when it hits the floor. This makes it seem like the ball is very heavy, like a bowling ball.

Pixel Art / Re: MC for Platformer
« on: December 05, 2017, 08:15:28 pm »

Just some general anatmoy and lighting changes.

Since you can see both of his arms and shoulders, that means you should be able to see both of his eyes too from that perspective, like this.

Pixel Art / Re: Shooting gun art by a beginner
« on: October 26, 2017, 01:29:01 pm »
If you try to imitate the action of a gun you see that it gives a lot of feedback when you shoot, and it's also very quick and flashy. I put all this in the animation, you see that right after the gun shoots it immediately flies back. You can see I added a really quick impact frame right when the gun shoots as well. This is just knowledge you get from studying and learning a lot about animation. You're definitely on the right track!

Pixel Art / Re: Rock - monster
« on: October 25, 2017, 09:02:47 pm »
Really liked your creation so I tried making an edit:

The first one is some cc, I changed up the colours a bit to make them stand out more. I made everything have 1 darkest colour, to make the palette more cohesive. I added some stuff in the shading to make it appear more rock like.
Then on the right you can see that I just ran with the anti-aliasing and see how much detail I could fit into the sprite.

Pixel Art / Re: Box Critique?
« on: September 17, 2017, 10:24:30 pm »

Just some small QoL changes I made, I mostly found the colours boring, so I tried to make those more interesting. Also showed the light source in the outline.

Pixel Art / Re: Futaba - Persona 5
« on: September 09, 2017, 08:15:31 pm »
I really liked editing your sprite, the shading is very interesting indeed, but I think for it to work in pixel art you need to not make it completely black and apply some more anti-aliasing.

You can see I removed all those 1 line thick highlights you used, those look pretty bad and are also banding. Using AA to avoid banding is really good, but I don't really see you use it much. To avoid banding you can also use good clusters, which is something you will probably have to learn over time. Good clusters are very big and have nice blocky shapes, you can see some of those in my edit.

So you can also see that I removed most of your highlights, that is because most materials don't really have highlights, of course clothes do indeed look less dark where more light hits, but you can't really make this look good in low res pixel art, I recommend only doing highlights on shiny material so metals and plastic (which can also be a jacket of course) Hair normally also has highlights, but you applied them a bit weird, which brings me to my 3rd point.

Depth, this is really a matter of being good at drawing, to show depth you have to show good shading. Here's an example, cause its quite hard to explain in words:

As you can see the first slime-blob-thingamajiggo looks a lot more like its a real 3D object, while the other one looks either like its hit by a really weird light source from the back, or just a flat piece of pixels. To really learn how to draw and shade in 3D i'd say learn to draw (with pen and paper)  basic 3D shapes like cylinders, cubes and pyramids. To be good at pixel art is to be good at drawing, since pixels are really only the medium.

Figuring out colours is something ive been struggling a lot with, I used to ask a lot of other experienced pixel artists what they did, all of them said that they just kept trying out different colours until they were satisfied. This is also what I did, over time you also kind of learn what happens to your colours exactly when you use the sliders and getting good colours will become natural.

I hope this post helps out a bit, Its pretty late when im writing this so feel free to ask questions if i didn't  explains something well or you just want to ask me anything at all.

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