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Messages - Cyangmou
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Pixel Art / Re: First Timer - Workshop
« on: January 14, 2017, 01:07:56 pm »
The car currently looks resized and has a ton of "jaggy" lines to it.

Check out thi tutorial (once pj is up again)

Pixel Art / Re: Anatomy Practice
« on: December 31, 2016, 04:28:08 pm »
females tend to be more bottom-heavy.

design is nice, good job on that.

You are off with your color - you use a blue, while mos tof these shields rather were made out of low quality steel or iron. Iron has a reddish color to it and some natural warmth.

Then I would go with reflected light, because metal tends to be highly reflective. It'd help to get some references and try to paint after those.

DON'T USE DITHER FOR METAL! Just don't. Really.

Pixel Art / Re: [C+C] Forest Ruins
« on: December 21, 2016, 01:55:30 am »
supe rlovely, indeed on a whole different level compared with how your villag epiece started out.

THough get this atmospheric warm shining sunlight in
just a color edit, exept I filled the floor to the left with a darker shade, bc it felt quite bad in terms of seperation.

on another note, I feel like you use far too much dither. It doesn't really work for the trees or for the cloud reflection.

Pixel Art / Re: Background
« on: December 11, 2016, 09:50:54 am »
yes, try to get rid of the visual noise, especially the gray single pixels in the dirt are quite bad.

For the mountains, they look shapewise not like mountains usually look. While there are classical "traingle" shapes, usually mountains are rather a broad band with a lot of sharp articulation at their shilouette against the sky.
There also is no middleground so to speak off, like trees, so the mountains emerge directly behind the ground.
It's really hard for the viewer to judge how far they are away and therefore you loose a sense of depth you could get.

I just resized a photograph and put it next to your artwork. I don't know what kind of environment you exactly want, but just look how differently the mountain shapes and general shilouette line is - and how the trees are placed on the actual mountains, emphasizing the depth by getting bigger towards the foreground - which you could achieve with an additional middleground layer. THis layer should contain some trees which are smaller and less contrastful like the foreground trees.

Pixel Art / Re: Need help with 16x16 2-bit color space man character
« on: December 07, 2016, 08:40:24 pm »
Just to moderate here a bit, although most have been pointed out already:

Critique is the section where artists of all kinds can get help from other artists, depending if they have time.
It's like free education, which is a service, which takes the providing artist already time and most of us here try to give back to people, since they also received help as they started out.

Asking one of the artists who provided an edit to actually work for free is something which is maybe not thenicest thing to do in a forum, where most artists who give critique are professionals and they do it on top of their working schedule for free.

Of course most of those artists work also will be done faster, or of higher quality than of newbies who post here, but time/skill usually translates to freelance rates as well.

Getting serious critique though and applying it to your work and making it better step by step and learning while doing so is something which makes yourself a better artist. THe gain from the critique section lies in learning and improving yourself, not necessarily in receiving a good edit you can use instead of your own art. 

If you need to get free work done, please use the "Unpaid Work" section of the forum which you can find here:

Of course nobody took offense so far, but the spirit of this section on the forum exclusively lies on learning the craftmanship ofmaking pixel art by doing it yourself.

And if you want to receive help, the best thing you can do is to show what you already created.

Pixel Art / Re: My first isometric pixel art
« on: November 28, 2016, 11:12:49 pm »
as shown in the earlier edits, i really would get a clear seperation between the 2 housesides in.

I  also think that dither on the street doesn't really work, bc. it looks more like a grainy texture, like gravel.

also considerin gthat the water beneath the houses seems to be in a canal, it shouldn't appear as bright as the wate routside in sunlight.

I also think that you lit up the inside of the house at the end too much.

Pixel Art / Re: My first isometric pixel art
« on: November 24, 2016, 11:31:54 pm »
Lots of good edits and you really took it to the next level.
There is more you can do now though:

1) take out the noise of the water, it breaks the style

2) seperate the color of the roofs from the color of the water to get a better contrast

3) highlighting the front edges of the roofs will move them forward and make them look more like they overlap the house

-added some cast shadow on the last house
-seperated the light on the ground plane, front plane is now brighter
added another gray

You really should consider using about an equal amount of colors for each ramp. The houseroofs have now 4, while other spots have 2 or 3, beef the ramps up to 4 as well.

5) more work on the ground box.
erased detail on the top plane and exchanged them with more planar ones which look cleaner.
seperated the bricks near the water in terms of contrast
added a cast shadow beneath the street

6) keep in mind that the water level should be constant throughout the piece
I added a brighter wood color to the sunlit planes
the inside of the last house is not visible, somehow i see now that you placed a box down there, which was eaten by blackness before
added some more detail to the street and added some front brick details to the groundbox - also used more interestingly differentiated shapes on them

also removed highlights in the shdow planes, which were distracting

regarding the cave: didn't even notice there was one, but i know now what you mean. Yeah it should be more lit up, like the inside of the house at the rear.

Pixel Art / Re: My first isometric pixel art
« on: November 24, 2016, 01:52:27 am »

focus on:

-using not too many black outlines next to each other, especially not if it's really crowded.
-By introducing a small palette, which has colors which contrast really well with each other you will have a much tighter control.
-use only one black color for all of those dark tones.
-if you have one black and good conmtrasting colors you can only set an outline on one side (like in the wooden framework in the edited house wall) - which then will add a lot of dimension to some details.
-Get rid of texture where it hurts the piece and flatten the colors, like on the ground. 
-If you want to use texture with that few colors, use bigger areas of the same colors, connecting together in massive blobs of colors. All those tiny details take a long time to draw, but aren't really as impressive, as solid basic forms.

Take my edits of the piece as a suggestion to underline the points i mentioned above.

Pixel Art / Re: [WIP] Need help with a mech
« on: November 24, 2016, 01:16:06 am »

using the colors and style you used as a base i added a bit of mechanical detail to it and hinted slightly at the background.

I think you pulled off the perspective quite well and everything has a solid feeling of volume to it. Use a bit more complex forms and add "cool" stuff like stripes, antennas, additional pistons, joint protections and stuff you would expect from a machine.

COlor wise I envisioned kind of a mars landscape, but generally the background isn't that important, I think it's more important to use the bg detail to draw you in to the character and to have some dynamic swooshy shapes which add life to the very static robot.

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