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Pixel Art / Re: thoughts on my kurama?
« on: August 05, 2019, 01:32:32 pm »
I thought that the images you presented were a bit eye-searing and lo and behold, I load it into Pyxel Edit and I find that all your colors have "saturation" slammed to max.
A rule of thumb I go by is never to max out saturation when drawing my basic shapes. I start off making it a bit right-of-centre, like 60%-70% or so. I want somewhere to go if I need it, and I don't want to burn the retinas of the people looking at my art.
Lots of saturation makes things look like they're glowing, so your character looks radioactive. It's also harder to create shade as everything's emitting light!
When shading your character, pick some more obvious shade tones. You want to really see the difference between light and shade. You're putting a lot of work into this, make sure people notice it!
Try hue shifting your shades so the darker ones are more towards a colder color like blue and the lighter ones more towards a warmer color like orange or yellow. Like with picking shade values, you can be reasonably obvious with this effect. If you try to be too subtle you won't notice it.
When it comes to shade, I tend to use it for two main purposes. Firstly, things in the background can be made darker to give the image depth. Secondly, things that are pointing away from the light or in shadow should be darker. Think about where the light is coming from and which parts of your character will be brightest and darkest.
Finally, for the sake of my eyes, please pick a background color that isn't white! Try a pastel shade in a color opposite to your main character's color on the color wheel, maybe. In this case a nice light green perhaps?
A rule of thumb I go by is never to max out saturation when drawing my basic shapes. I start off making it a bit right-of-centre, like 60%-70% or so. I want somewhere to go if I need it, and I don't want to burn the retinas of the people looking at my art.
Lots of saturation makes things look like they're glowing, so your character looks radioactive. It's also harder to create shade as everything's emitting light!
When shading your character, pick some more obvious shade tones. You want to really see the difference between light and shade. You're putting a lot of work into this, make sure people notice it!
Try hue shifting your shades so the darker ones are more towards a colder color like blue and the lighter ones more towards a warmer color like orange or yellow. Like with picking shade values, you can be reasonably obvious with this effect. If you try to be too subtle you won't notice it.
When it comes to shade, I tend to use it for two main purposes. Firstly, things in the background can be made darker to give the image depth. Secondly, things that are pointing away from the light or in shadow should be darker. Think about where the light is coming from and which parts of your character will be brightest and darkest.
Finally, for the sake of my eyes, please pick a background color that isn't white! Try a pastel shade in a color opposite to your main character's color on the color wheel, maybe. In this case a nice light green perhaps?