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Messages - Joel
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11
My advice would be to do the research instead of asking the board, search up anatomy and muscle to begin with, and then I suggest finding reference of extreme steroid users, as that is the look you are going for. I'm talking like 40 inch biceps, chest the size of two buffalos, traps the size of beachballs, the whole lot. We can point you in the way, but you really need to do the background research on muscle/anatomy yourself to really understand it and to be able to distort it.

12
Pixel Art / Re: Bang/boing
« on: July 02, 2009, 05:21:42 am »
Come and watch the kangaroos near where I live, I see about 20 on the way home from work at night standing at the curb and hopping around  :yell:

13
Pixel Art / Re: The Tank
« on: July 02, 2009, 05:18:04 am »
...since you posted, can I have some critique? It pisses me off when people come into my threads and just ask totally unrelated questions...

Was that really necessary?

14
Ouhh thanks. I like the changes to the smile and the heart .. I'll have to take a close look at that to see just what you did. I'll prob have to google up some AA tutorials or something to understand. Mmm, yeah the dark orange outline is really thick o.o Would look alright if it matched the outlet. Heh, seems like I have a lot to learn.

http://www.spriteart.com/tutorials/

There is relevant tutorials here, it's an old directory for st0ven's dead site. All of the tutorials are useful to look at.

15
Pixel Art / Re: Standing animation for potential ISO game [WIP]
« on: May 13, 2009, 07:31:12 am »
Even at 200% it doesn't read properly. You will need to include more of the leg that's further away from us. It's not the angle that's a problem, just the leg - besides that, it looks like the rest of the sprite is aligned well. Right now, the mage looks like he is leaning forward very far, probably far enough that he wouldn't be able to even balance.

16
Pixel Art / Re: Stairs
« on: May 02, 2009, 05:05:20 am »
In regards to AA, it's usually just case by case basis. If you over-AA, often the piece becomes blurred looking, even pillow shaded in some cases. Or just not as clean and readable as it should be. That's why the right version 'pops' out more. The solid black outlines contrast with the shades and then the highlights on the edges. However, the solid black doesn't always look good either; try to work with a mix between the two for really nice isometric work. Use black where you really need it, if not, use a darker shade of the object's colour. You will just have to learn to judge which is better looking.

That aside, if you plan to add characters and objects that you want to stand out, then it's not such a bad thing that the building looks a little dull or blurred, then characters with dark outlines and bright colours will stand out really nicely.

In my opinion, noise doesn't add anything to pixel art. And at it's size, those bricks don't need to be individually personalised. But it's really up to you.

The size of the steps should be defined after you know how large the characters will be. Otherwise, there is no comparison. You can't see whether your steps are too tall or short until you see a character next to it, or an object.

17
Pixel Art / Re: Avatars!
« on: March 04, 2009, 05:57:36 am »
I think it looks quite good at it's size and amount of colours, but might benefit with another highlight like Joshua demonstrated. So you could get away with one extra colour for sure, and then see if it would benefit adding another one. Joshua really captured the eyes well which I think is important because it gives her face a feminine look, even though as EvilEye said her face isn't extremely feminine. But it's these subtleties that communicate to viewers that it is a female. (But to be fair, makeup is often what gives the strong female looks for a lot of girls.)

18
Pixel Art / Re: Small mockup/sprite
« on: March 03, 2009, 10:36:42 am »
It all looks pretty good so far, is there more coming? It might help to see a little more so that better advice can be given on a whole with the title screen. The sprite for the character looks nice, but the skin tone doesn't differentiate enough from the hair colour, originally I thought he was sporting a really large ear on the side of his head.

19
Pixel Art / Re: Catch As Cat Can Mockup.5
« on: March 03, 2009, 10:31:51 am »
I think the problem is more of a doesn't know how then doesn't want to use. I'm still generally new to character creation and pixel art in general. Though I know enough to hob slob something together. And from what I've read, there's a certain set of rules that must be followed. Things like all terrain must be 16x16 or 32x32. All characters must fit in certain boundaries or it won't look right. Only 3/4 colors can be used or it won't look right, etc. I don't know what I'm trying to say here. I guess that whenever someone presents something different, or uses strange words that I've never associated with pixel art before. I guess I don't get it or something. Maybe I need to re-look up stuff again and see what I missed. (And throughout all what I looked up. Not once did they mention classical arts or anatomy and other things like that.)

Rules and restrictions are only there when applicable, when necessary. The reason a lot of pixel art 'rules' existed wasn't because there was a way to define pixel art, it was because of the limitations of earlier computers and gaming consoles. You can see in this board and the Challenge board that sometimes for fun, people will create pixel art that adheres to those rules pertaining to a specific console or graphic mode. Terrain being 16x16 or 32x32 is similar, it's part of how a game engine may function, grid based movement or maybe it is better for memory optimization and cutting down on slowdowns in game creation on older platforms. These give us not quite rules but more-so standards that people like to follow, and in some cases really it's just practical and makes life easier. Like the colours, sometimes a high number of colours just isn't actually worth using and pixel art looks much nicer using less colours, not specifically 3 shades each colour but just less colours in general. This is also again restriction for game development, like if you were creating a 256-colour game (where full rendered Photoshop graphics obviously aren't an option).

Hope that doesn't come off as ranting, just trying to provide some information to help you see that there are only rules because computer/console limitations enforced them, but because of the art that was produced with these limitations there are now standards that help us to identify pixel art, to see how we can push pixels around manually to create effects, to understand what works and what doesn't. I don't mean that pixel art is a mathematical science like drafting/technical drawing/perspective/architecture. The standards are something to keep in the back of your head when working, not something to work religiously by.

20
Pixel Art / Re: Avatars!
« on: March 03, 2009, 06:25:07 am »
Those subtle changes made a huge difference. You are well on your way with this piece :)

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