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Messages - Daimoth
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11
Oh, excellent. Much more my speed than Pixel Dailies, tbh. I still consider myself a newbie, so I like a few days to sit back and scrutinize the shit out of my work before I submit it.

12
Pixel Art / Re: Daim Iterates (ongoing!)
« on: May 18, 2015, 03:41:12 pm »
Logic, mostly. The game's planned resolution is 320x240. Have you ever even seen, much less used a monitor that small? Even if you have, such a monitor would be vanishingly rare today. There's no point in evaluating the sprite at 100%; It will never be seen at that size ingame.

13
Pixel Art / Re: Daim Iterates (ongoing!)
« on: May 17, 2015, 08:01:16 pm »


Game's planned to be roughly SNES resolution, so I uploaded it at roughly the size it be in-game relative to your monitor.

14
General Discussion / Re: Official Off-Topic Thread 2015
« on: May 17, 2015, 02:15:57 pm »
When you're working with a SNES-like resolution you basically have to make every thing read correctly at 200% zoom, and there are certain things you can't get away with at 200%. Certain details become noise, you may end up resorting to a massive palette, etc.



15
Pixel Art / Re: [CC][WIP]Superhero Girl
« on: May 17, 2015, 01:52:26 pm »
That's a weird perspective you've given her. What sort of game?

16
Pixel Art / Re: [WIP] Woman (naked)
« on: May 17, 2015, 01:50:52 pm »
While unintentionally shortening everything above the eyebrows might make a Loomis figure odd, it could be fitting for a caveman-character and clearly underlines that he won't have a lot of intelligence (just sayin)
Same goes for the eyes - drawing bigger eyes can lead to another impression of a character than having small eyes - just considering why most anime styles tend to have huge eyes and no noses.

It's something I struggled a lot with, but limiting yourself on the "right" proportions which are "idealized" can definitely lead to very boring and exchangable cast of characters with very less overall diversity - it just makes one archetype so to say, while for character design diversity is key.

I prefer fantastical or stylized anatomies even when the subjects are rendered realistically. And I mean stylized expressively, not just empty tweaks. Frazetta's was great at that specifically. And while I'm yapping (woot tangent), why do so many artists create generically beautiful women? There are idiosyncracies in every person's tastes, after all. It's the same generic beauty shopping mall mannequins have.

Broadly speaking, discipline is obviously a good thing. But turning oneself into a human camera is a great way to sterilize your art. People will be impressed, sure, but they won't care . And that's what ultimately matters, I think. Obviously this doesn't apply to every field. If you're doing conceptual art for Boeing or something, by all means, be as technically precise as possible.

17
Pixel Art / Re: (32x32) Helmet riffing
« on: April 30, 2015, 04:17:36 am »
Yeah I keep using the Boba Fett one as a base and its flaws soak through. I should nice it up:



The sides are still flat and unshaded. Is it gleaming, or noisy?


18
Pixel Art / Re: [C+C] Scifi armoured character
« on: April 22, 2015, 04:08:32 am »
If it isn't literally Gordon Freeman, I'd change the face. I second the shoulder/arm comments as well.

19
Pixel Art / Re: (32x32) Helmet riffing
« on: April 19, 2015, 10:39:03 am »
Alright this one started out bad, and it's only getting stupider the more I mess with it.

Behold:



lol

20
Pixel Art / Re: (32x32) Helmet riffing
« on: April 18, 2015, 01:10:34 am »

progress

third iteration, beta

Edit:

Cleaning up

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