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Messages - Ninety
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Pixel Art / [Feedback] [C+C] WIP Portrait
« on: January 04, 2019, 09:55:34 am »
Working on a small portrait, partly to sketch a possible character for an RPG, partly to practice portraits in general. I want to get good at character art but I've never made a very serious attempt, so I'd appreciate critique.



Mainly, I'm not sure how to approach highlights on the face, I've sketched a couple areas in but they kinda suck. The nose also feels a little bit weird to me. I'm struggling to define the key shapes of the face via lighting.

 I'm OK with the hair texture, I like the volume at the top but I think it needs refining, I don't want it to look too smooth. But I'd appreciate others' opinions on that as well.

EDIT: Someone elsewhere suggested adding an extra colour in-between the base skin shade and the highlight.



IMO, it feels a bit smoother but at the expense of the simpler, more stylised/defined look from the first WIP I posted, which I liked quite a bit. I'd like to find a middle ground.

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Pixel Art / Re: [Newbie][Feedback] First time doing pixel art
« on: January 24, 2017, 07:17:48 am »
The anatomy depends entirely upon the style of the game. It could work in a cartoonish style. I'd recommend eliminating the jagged edges on the diagonal outline sections where you've doubled up pixels, though.

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Pixel Art / Re: [C+C] Character bases for an RPG
« on: August 09, 2016, 07:07:55 am »
Regarding female characters: I did try using transparency to imply a more curved form as per Curly's edit. However, I wasn't entirely happy with the result as it seemed to emphasise the shoulders too much, so I think that would need fixing. I'd also like to avoid transparent patches in the sprite in general, in the interests of conserving form across different backgrounds, although I think now I may need to revisit this.

I did a few non-animated mockups earlier to work out how characters might look in game. You can see a slimmer, more feminine character on the left. Is this an improvement on the body type on the right? I'm thinking a few different body types might be needed, especially to distinguish well-built females from more petite ones.



Regarding the male sprite in particular, how do you think the animation itself looks? I feel like the side view in particular is a little too blobby in the legs, and I'm concerned I don't have enough torso movement/rotation. Then again I don't want to go for something too dramatic considering the NPCs will be moving at a relatively slow speed, and of course player character run animations will be coming later and I want to distinguish them. Thoughts?

Thanks for the feedback so far, it really is helpful.

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Pixel Art / [C+C] Character bases for an RPG
« on: August 08, 2016, 12:59:17 pm »
Hello. First post here, sorry if I've made any errors (also I apologise in advance for the large number of images). I've gotten a lot of useful advice lurking here, so I'm hoping the community will be able to give me some advice. Tear into me, please!

I'm working on the art for a farming RPG inspired by Harvest Moon. Naturally this means a large cast of NPCs, but having not really worked much on characters before, I've been making simple bases to practice animation before I sprite the final versions.

I'm not too worried about character design right now, as I said these are more bases than anything else, but animation is not my strong suit and this is my first time attempting an animation project of this size, so I would really appreciate feedback. Specifically, I'd like suggestions on how to improve the limb movement (which feels awkward to me) and the overall "fluidity"/cohesion of the animation.

For reference, I'm going for a more realistically proportioned look than most RPGs, something maybe along the lines of Secret of Mana or Friends of Mineral Town.

Standing versions:


Walking:





Any critique appreciated. Thanks in advance.

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