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Messages - daramon
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11
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?

12
Pixel Art / Re: thoughts on my kurama?
« on: August 05, 2019, 01:05:43 pm »
There's a great example of making a fox look "furry" in the featured section:

https://pixelation.org/index.php?topic=19686.0

It's long and takes time to get going, but the results are very impressive. You can probably find a lot of what you need there.


For a very brief idea, look at this example image I found online. Notice a few things:

1: The fur effect is applied to the outline of the character as well as internally.
2: The artist isn't drawing every strand of fur, just giving an impression of fur by breaking up the outlines of shaded areas or adding in occasional rough detail.



This could give you a head start in thinking about how to make something look furry.

13
Pixel Art / Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
« on: August 05, 2019, 12:59:36 pm »
I massively prefer the hand in the second animation. It really looks like it's opening up, rather than being a static unit moving up and down a few pixels, like in the first version.

Maybe make it bounce up and down on its knees a bit?

14
A very quick comment on the barrel. You're using a horizontal gradient to create the illusion of a cylindrical body around the outside. The way the top is shaded makes it look like it has a diagonal gradient on it as well. This confuses my brain about the 3D nature of the barrel top. It is meant to be convex or concave? Or am I looking at the inside? Nothing quite fits so I find it hard to process.

Unless the light source is very close, or unless you're representing a shadow being cast on the object, giving a flat surface an even shade from edge to edge may be a little more realistic while saving you some seconds in design.

15
My usual disclaimer: I'm still quite new to pixel art, and this is only what I can quickly demonstrate in my lunch hour!

In this first image I've tried to break up some of the obvious color banding by breaking up any straight-ish lines of color. I've added in a few more leaves and tried to give those bands a wiggly, leafy edge instead. You can go much further than this. The aim is to make it look more "bushy".



This next one is quite subtle, but really gives things more of a 3D effect. Pick a leaf you want to appear 'above' other leaves nearby, then take the green color two shades down and underline it from below. You may want to underline the whole leaf, or only some of the pixels (to give the impression of it lifting out from the surrounding leaves). The overall effect is of making the leaf "pop" out of the picture a little.


I would go a lot further with this. For example, taking some of those areas of block color and breaking them up with darker shades describing more leaf shapes. This is more important with medium color values, I think. In very dark areas and very bright areas you can get away more with areas of solid color. In the former case you're emulating the low detail you see in shadow, while in the latter you're emulating the low detail you get by being dazzled by the light I guess.

You can go as far as shading individual leaves if you have the time and the inclination. At this point you want to start telling a story with each leaf. For example, shading it darker where it's coming out of the surrounding leaves, brighter where it's angled towards the sun, and then taking notice of any shadow it may be casting over another leaf. However, I don't think your style needs things to be quite so illustrative.

Edited to add: although I haven't shown this in the edit, you can "double underline" a leaf to make it pop out even more. At this point you may want to give a little thought to the shadows that leaf may be casting though.

16
Just a quick note on the leftmost of your trees. It looks like you've taken a solid shape, shaded it with bands of color, then painted leaves on top.

With a little work you can create a more layered effect. Where you can see obvious bands of color "behind" the leaves, try breaking them up with partial leaf shapes. The idea is to create the effect of looking through the surface layer of leaves into the leaves inside, rather than at a flat surface.

Another way would be to build up your tree from the inside out, so you aren't fighting against the surface leaves when you're drawing the inner leaves.

I'll have a go in a few hours to show you what I mean.



Blimey, there's a lot of space in that png isn't there? :)

17
Pixel Art / Re: Robot girl
« on: August 02, 2019, 04:22:22 pm »
The changes are subtle, but I can see you've got some more consistent gradients in there now. Good work.

18
Pixel Art / Re: Attack Animations
« on: August 02, 2019, 04:21:03 pm »
I definitely get a more RPG vibe from this, yeah. I'm just an impatient action junkie.

The new one seems slower, which probably works if you're going for that drama. The sequence is itching my brain a little, though. Both the actions of "raising the arm to horizontal" and "Flicking the magic projectile" seem to cause a reasonably similar amount of displacement of clothing. While dramatic, I can't help but think that the first one takes away from the impact of the actual flick.

I'd be tempted to either remove the first "impact" from the animation and use a fluid motion all the way up until the flick, or add some particle or air displacement effects to the actual flick to give it more impact.

But... Well, see previous comment re: action junkie. I don't play games with turn-based fight sequences, mainly because they bore me to tears.

19
Devlogs & Projects / Re: New Amiga game
« on: August 02, 2019, 02:54:50 pm »
I have incredibly fond memories of the many hours (days? weeks?) I lost to my Amiga, a desire to improve my skills and I'm interested in working with palette limitations. So this sounds very interesting.

I can't guarantee that I'll have time to work on it and I'm still pretty new to pixel art, but it can't hurt to ask for a few samples when you're ready.

If Chris2balls is available and willing though, bite his hand off! ;)

20
Here's an example.

https://www.youtube.com/watch?v=_fVjJmX2GYs

With the popularity of Rick and Morty I feel this can only be a good thing.

More here:

https://www.youtube.com/watch?v=glPcelsrfc8
https://www.youtube.com/watch?v=D_5gZLx1Q04
https://www.youtube.com/watch?v=51y9JIpzZbU

Probably more if you look...

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