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Messages - Cyangmou
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you don't have to.
But don't expect great art as a result if you don't have any basic knowledge in art.

You also don't have to practice any fitness if you want to do sport. You can do it without it, but you will simply suck at the sport.

Just because high quality pixel art looks super simple it doesn't mean equally it's super simple to craft.
Just because you only have 8x8 or 16x16 for a char or tile it doesn't mean it would hide your inability to draw, it means that you have to simplify a lot.

Simplification in art comes from deep understanding of the subjects.

It's possible to create something ok looking with pixels with editing and emulating existing sprites, many programmers do this.
although it will be clearly visible that someone who isn't good at drawing does it.
And this pixelart sucks and it's what people mean if they talk of "another cheap pixelart game".

Pixel Art / Re: Ooze critique wanted. New Artist.
« on: February 17, 2017, 01:45:02 am »
don't see "hue shifting" as a techniqu to apply. It's a super simplistic rule of thumb for much more complex concepts which come with color temperatures, light color, reflections, subsurface scattering and much more.

The appaerence of the slime shifted because a milky white as a color behaves different  than putting in a quick hueshift.

That being said I can't see anything wrong with the colors. And the outline also seems fine to me.

But colors are ony one thing and shading and the usage of them is another field. Your shading is just thrown in and doesn't follow the spherical structure of the shape. Therefore it looks really flat.

you could get an image of a waterdrop to get an approximation as a starting point and try to learn the principles. That being said translucent transparent materials are much arder to shade than something solid with a bright color e.g. plaster. Which is the reason why art training usually starts with drawing plaster cast studies.

e.g. google for "water drop on leaf"

Also consider the form of a waterdrop, there should be surface tension, especially connected to the ground

a little edit just with those minor form edits, keeping the exactly same colors and reshading:

It works.
But it's always additional work for an artist to come up with a working paperdolling system, instead of normally ddrawn sprites and it usually also is more work for animating the single parts - on the other hand you have thebenefit of cmbination..
On top of that it's usually restrictive if it comes to different character body types and the artistic workload can explode easily the more different pieces you have and the more animations the characters need.

From the programming side of things you could run into trouble with performance, depending on how you store the texturesheets - especially if it's getting quite extensive.

But as I pointed out - it's mostly added workload for the artist.

Pixel Art / Re: Skull
« on: February 08, 2017, 03:47:45 am »
first skull was betterTHe reference isn't really well suited for being used as pixel art.
That kind of subtle roomlight just won't work out really readable on low res.Plus the colors don't really help to modulate the shape.
Plus I think there are some proportions you could emphasize in a different way at this small res.

I think the more realistic style you are going for and the resolution don't really fit together. If you go to 150% size or 200% you will have a smaller fight with the placement choices and you cna focus on getting a good drawing.

Pixel Art / Re: [CC] Joystick
« on: February 07, 2017, 12:02:01 am »
There are 3things you need to watch out for:

-your artwork has 55 colors, the c64 palette has 16 colors - i guess something with your pencil settings went wrong.

-multi color AA it sometimes doesn't work.THe antialiasing in your sprite sometimes just is wrong, whcih means that it doesn't smoothen 2 edges, it's just a brighter or darker color which sticks out.

-contrasts: you can use the colors in the palette to much bigger advantage than how you are using them now. Try to make it simple and try to make everythig contrast clearly with the other parts. Don't be afraid to use plenty of black. The palette supports it.

Pixel Art / Re: [WIP] Tower Scene
« on: February 06, 2017, 01:31:26 am »

-you could use atmospherical perspective on the far away horizon to liven up the scene
-you could apply more perspective to the trees
-you could give the battlements a portruded profile
-the contrast of the stones on the top is too much. Introduce another color which ties it together to a single plane
-the front merlons are perspectivically seen to small for the side merlons, move them in the middle
-get rid of that double pixel black line in the stone bricks at the frontplane of the tower

just out of curiosity: is there any specific system you are doing this for or are there any restrictions you set for yourself?

Pixel Art / Re: Blake Belladonna (RWBY) RPG Style Sprite
« on: January 31, 2017, 02:10:17 am »
fixed the image Link. ou have to rightclick on the image, show the image and then copy the url.If you copy the url from imgur it simply won't work.

Pixel Art / Re: [WIP][C&C] Leia like portrait - Amiga 32 col. picture
« on: January 31, 2017, 02:00:52 am »
Fixing stuff in order to get it out of the uncanny valley:

-removed "dead body" skincolor
-removed amphibic feeling slimey texture
-fixed the proportions of every feature of the face, all of them were too big
-fixed the positioning of the eyes
-exchanged the male eyebrows with female ones
-edited the right cheekline
-fixed the shape of the lips
-fixed overall values
-fixed the crown of the head / origin of the hair that it doesn't look bald up there
-fixed some things regarding lighting

uncanny valley problems:
all of your parts are too big and too round.
You emphasize texture over light, where no texture should be visible.
Your colors don't model a believable living human face, your colors remind me of the makeup of monsers or "dead skin" gradients, not helpful to portray a beautiful female.
You get bogged down in working on details, while your basics aren't strong enough fleshed out in the sketch to actually paint it in a realistic style.

Focus on proportions and structure, it is definitely missing in this basic sketch you posted. You  currentlycarry all those issues throughout the whole piece and even my edit is twisted in spots, just because i fixed thing by thing,instead of starting from scratch, whcih might have been the better idea.

Ok -  one of firsts backups - to show where I started ;)

Pixel Art / Re: [WIP][C&C] Leia like portrait - Amiga 32 col. picture
« on: January 27, 2017, 01:15:31 am »
I think this style hits the uncanny valley.
One major issue you have: the eyes, they are too big and too staring.
I think the anatomy around the mouth also doesn't make a whole lot of sense.
Also the tip of the nose and the direction of the lips are slightly pointing in 2 different directions.

-Zelda: Minish Cap
-Sword of Mana

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