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Messages - Pixel_Snail
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Pixel Art / Re: Started learning 3 days ago, my first pixel art
« on: April 27, 2017, 11:54:05 pm »
I'm fairly new to pixel art myself (so someone else may need to verify) - my advice seeing as you're literally a couple of days in would be to not do full scenes, focus on single objects and characters. Doing everything means you're not using your time as effectively as you could be. You need to get a semi-decent grasp of the foundational stuff first and therefore you would be better served doing a lot of iterations of precise smaller pieces again and again rather than big stuff with less focus.

And don't be to daunted by the above btw, if you really had your heart set on doing the full whack straight out the gate, you would literally just need 3-4 of the very basic techniques. Stuff like:

Colors -working with a limited palette and making sure you have enough contrast between shades.
Pixel Positioning - some of the simple but key rules to getting your pixels to "read well".
Basic Shading - some very basic light source ideas and not falling in the usual beginner mistakes. 


Check this guide out for more: 
http://pixeljoint.com/forum/forum_posts.asp?TID=11299

 


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Pixel Art / Re: [C&C] Firefox logo
« on: April 27, 2017, 10:05:31 pm »
One last edit lol - I really like the idea of the darkest red shade as an outline on the left side of the fox, so to better blend that in I combined it with the shading towards the bottom.




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Pixel Art / Re: [C&C] Firefox logo
« on: April 27, 2017, 08:28:47 pm »

Particularly the diagonal line separating the body of the fox from the flames, I think it makes it look like two segments stuck together, rather than having it seam a bit more naturally

Seeing your example (which helps a lot) I can definitely agree with the idea of a better seperation on the tail.


Here's an updated version with all the improvements suggested:


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Pixel Art / Re: [C&C] Firefox logo
« on: April 26, 2017, 09:20:03 pm »
I think the firefox logo uses very bright and saturated colours, so you should try to use them as well. In my edit you can see i made the shades very saturated and less dark than yours. I also noticed that your clusters weren't looking very nice, so I tried to improve those, its kind of difficult to explain what makes a good cluster, but basically you wan't them to be as blocky as possible. You also want them if they have diagonal lines, to have those lines be straight so only steps down of 1 or 2.
Edit:

Thank you so much  :) I knew that my color choices were slightly off, but I wasn't quite sure how. The advice on pixel clusters is also something I'm going to try and work on.


Honestly you picked a really hard thing to pixel. The firefox logo is almost all gradients, and I really don't know where to begin with the tail. Sorry I couldn't be of more help.  ???

No worries, I appreciate the attempt.

In terms of the difficulty - kind of yes and no. I think you're right in that if I were to try and recreate all the gradients on the official logo I would be in for a hard time. But the thing about pixel art is that it's about overcoming limitations - because the style itself has limits, you approximate and use certain restrictions to your advantage and come up with something cool in it's own right. Well... that's how I've always thought of it.   :)

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Pixel Art / [C&C] Firefox logo
« on: April 25, 2017, 07:33:14 pm »
I was a little stuck for inspiration so decided to do the browser I was currently using :P Any feedback at all would be appreciated (I have a feeling my choice of colors are not quite as good as they could be?)


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Pixel Art / Re: [C & C] The adventures of Mannequin Man
« on: April 17, 2017, 08:00:22 pm »
Good changes but the arm seems to wig out for a couple frames there. The back also dents inwards a bit once it clears the shoulder, spines are shaped like a subtle S.
Nothing too big to worry about besides that freakout on the arm, but handy stuff if you revisit it later for, say, more muscular characters.

I tweaked it to fix the arm problem. It was a really obvious bad frame as well and I'm not quite sure how I missed it  :blind:



Thanks for all the feedback :) I'm happy with the animation as it stands now and in the future I may come back to it for even more polish.

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Pixel Art / Re: Noise or no Noise
« on: April 17, 2017, 01:56:49 pm »
This is my very subjective opinion (and I'd be interested if anyone agrees or disagrees) when there's noise in pixel art, it becomes much more resolution dependent. In that it will look good and read well at lower resolutions, but as soon as it gets to a certain size the 'illusion' disappears and it looks somewhat muddy/blurry. When you dont have noise, and a piece of pixel art is scaled up, it doesn't look quite as good but it still reads well and has an almost minamalist appeal/aesthetic that even an outsider well find nice to look at.

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Pixel Art / Re: [C+C] My unconfident approach to pixel art
« on: April 17, 2017, 01:42:09 pm »
Anyway. I've made some games in the past, I can say that I "can" be good at programming but since I'm not an artist, I've always bought art assets or had someone who did it for me.

hi soul, rigth now im on your same situation! I'm a coder and i'm trying to create a game from scratch.
i have only one tips, study a lot from other developer! look from the best game artist and study what they doing how and why!

I'm also a programmer trying to get good with pixel art - we may soon outnumber the legit artists on this forum  :lol:
Java, C#, Ruby are the main languages I dabble in (and I have some knowledge of C++) which ones do you guys work with?

And here's the best guide I've found for people in our position:

https://www.gamedev.net/resources/_/creative/visual-arts/the-total-beginner%e2%80%99s-guide-to-better-2d-game-art-r2959

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Pixel Art / Re: [C & C] The adventures of Mannequin Man
« on: April 15, 2017, 10:46:57 pm »
Here's an update  :)  I've tried to incorporate all the advice posted and I used some reference material:




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Pixel Art / Re: [C & C] The adventures of Mannequin Man
« on: April 14, 2017, 08:49:53 pm »
Thanks for all the advice posted, definitely a lot to mull over. I'm going to make another attempt at a walking animation over the next few days.  :y:

Proportion wise, I was going for a more cartoonish look rather than something close to normal human proportions (although with that being said, the big right shoulder is definitely an oversight) - would you say on a stylistic level it still wouldn't work?

(I will also choose a much easier angle next time too)

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