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Messages - Chonky Pixel
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Part of the issue could be that you've been pretty extreme with the lighting in your examples. This is understandable as you're trying out a new effect and you want to see how far it can go.

Here's a random video on Hollow Knight. Not pixel art, but flat 2D.

I like how dynamic lighting is handled here. The background is quite dark except around the main character, but the main character stays well lit throughout. Of course, when your game isn't set in a world of bugs underground, this effect would probably be better used at night...

Pixel Art / Re: [WIP][CC] Elvish building overgrown with weeds
« on: August 09, 2019, 12:48:42 pm »

Here I've drawn some guides based on the curve of the tower described by the roof above. As you can see, the bottoms of the windows should be curved to match. At the moment it looks like they're cut out of a flat surface, which doesn't look right.

The very tops of the arches of the windows should be touching the top line. This should help work out how the arches need to distort to wrap around that cylinder.

You have the lightsource coming from a bit to the left, but the darkest shade on your tower is both on the left and the right. In fact, you're going even darker on the left.

The second example I've added here gives you an alternative that makes more sense visually. It also gives more scope for using shade in the image later to differentiate different parts from each other.

In your image it looks like the door is standing proud of the building, which is visually confusing. See my top example, as seen from above. If you push it back to make it inset, the tower will describe a curve cutting through the lintel, as in the lower example I added. This would help the image make more sense.

As the lightsource is coming from the left, A should be darker than B.

Here, the flowers at B are in shadow, but also the same shade as those at A. The flowers at B should be darker.

Hopefully this is helpful. I'd love to see how you get on... If you're interested in improving this image further, let me know and I'll point out a few other areas to work on. If you want examples of the changes themselves, just ask.

General Discussion / Re: Read the Rules, then introduce yourself here.
« on: August 09, 2019, 08:32:06 am »
Hi! I thought I'd better introduce myself here. I joined recently as an old name I used to use for bulletin boards: "Daramon". I quickly found I was using the board a lot though, so I thought I'd re-join with a name that's more aligned with the rest of my social media presence. Such that it is.

You can see some of my faltering first steps in pixel art on my twitter: @Tequila_Ben or Instagram: chonkypixel. I'm concentrating on coding for the moment though, so I haven't posted for a while.

The Pixel Art board is absolutely vital to me now though, letting me keep my hand and my practice up.

See you there!

Pixel Art / Re: [WIP][CC] Elvish building overgrown with weeds
« on: August 08, 2019, 04:33:30 pm »
After a quick look there are a few areas that I think need attention:

1: Light and shadow. The light seems to be coming from above-left, given the shading on the towers. However, that means the two internal walls flanking the inner tower should be different shades.

2: The brightest shade on the cylinders is left-of-centre. However, the darkest shade is used on both extremes. I would have thought that the darkest shade on the left of the cylinders should be brighter than the darkest shade on the right, as it would be facing more towards the light.

3: Think about plant placement - are they in shadow or in light? Shade them appropriately.

4: The main entrance looks stuck-on. You could carve a curve out of the lintel to make it look like it was embedded in the wall. Also, you have some light available so you can project some of it into the doorway and expose a little of the floor material in there.

5: The tops of the windows on the sides of the outer towers use semicircles. This is incorrect as the shape of the tower and the viewing angle would distort the shape into a different curve. Currently they look unnatural.

6: Staying on the windows, think about which of the internal faces of the holes are pointing at the light and which are pointing away. Currently you've shaded them to all look the same, no matter which way the windows are pointing. You can probably cast some shadows on some of them as well.

There's more I could talk about, like the angles of the ellipses you're using to build the domes at the top of the towers, the way the wall seems to stop half way round the tower... Also, the tower texture could be re-thought-out. But I don't want to turn this into an essay. Hopefully this will help you get over your block and find something to work on.

Give me a shout if you want me to break down any of these points or give examples.

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