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Messages - Cyangmou
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61
Pixel Art / Re: RPG eight directional Walk WIP
« on: October 12, 2016, 06:14:04 am »
I think you have some problems going on with your basesprite.
If you place it next to a correctly shaped 3/4 viewed box it appears flat.
Your character looks like it's viewed from "base height" like in a sidescroller, but those projections are seen from above

I quickly edited 2 frame sof your char, that it better fits in the chosen projection.
-be careful with the top of the head which should be visible more
-curves like the circlet or the bottom of the dress recede in space.

for the "iso" projection:
-make sure that arms and feet follow the 2:1 line.
-also the top of the head should be more visible.


basically the same problems are evident in all 8 directions.
Try to understand how basic forms in this projection look like.
Try to build up your character in a "virtual" space.



62
Pixel Art / Re: After the battle {WIP} Can somebody tell me my mistakes?
« on: October 02, 2016, 09:55:59 pm »
Have you used any reference for the image so far? If so, providing it could help everyone who wants to say something a lot.

63
Pixel Art / Re: Looking for some feedback- A different kind of Mech
« on: September 27, 2016, 12:42:36 pm »
Sharp angles always introduce an imposing feeling.
Most likely the best kind of stuff to observe this might be "Propaganda Architecture"
Check out North Korean and Nazi-Germany buildings, how they use their size, their few details and sharp angles to really make you feel small.
Mecha-Design works from it's shape language usually on a very similar level.

Evangelion adds imho a feeling of uncannyness to it. You have huge, nearly human shaped mechas, who wear a mask.
Masks are always unsettling in a way and the distorted proportions underline this feeling. On top of that you have design elements which let the whole design look even bigger and in terms of the shilouette a lot more "simplified" and "angular" than an organic lifeform.
It's super-smart and psychological high-levelled design.

One Mecha I could think of which doesn't follow this principle of sharp angles though, would be the one of Sucker-Punch
although ... it's Sucker Punch, which should be enough of an explanation.

64
Pixel Art / Re: Looking for some feedback- A different kind of Mech
« on: September 27, 2016, 09:32:29 am »
they look cute.
I wouldn't think of them as mecha, rather in a cuddly, funny way.
You use a ot of round forms and to few sharp angles to make them appear threatening, like most mechas should be.

Designwise maybe not what you wanted, but still totally adorable.

I'd say you take them a step further, by making sure that your forms appear solid and you take light for your shading in consideration.


The forum also has a zoom-function
leftclick on an image zooms in
ctrl+leftclick zooms out.
Pixel-perfectly.



65
General Discussion / Re: Newbie needs help
« on: September 27, 2016, 08:14:08 am »
Just start doing it.
Do stuff.
Do a lot of it.
Share it with the world.
Take in critique.
Apply critique.
Experiment.
Do a lot of stuff.
Acquire experience.
Get better over time.
Do more stuff.
Have fun.

Focus on doing art and enjoying the process, rather than getting depressed because you suck at it.
There are always things you will suck at, but you can have fun anyways.
If you suck at things, simply do those hundreds of times.

But if you want some valuable tips, I'd have loved to get as I started it would be those:
http://cyangmou.deviantart.com/art/5-Tips-for-the-Aspiring-Pixel-Artist-457660938

66
General Discussion / Re: A linear palette that can hue-shift
« on: September 27, 2016, 12:03:42 am »
Usually it's pretty easy to tell someone "do some hue shift" to get more alive colors in a piece which is otherwise death.
The problem with those pieces is that there is not much artistic craftmanship in them, that a "shortcut" help like "hue-shift" truly helps.
Hue shifting is a simplified term for something which goes on with color, but is much more complicated.

The problem you run into with your palettebuildig is that you assumed approximately the same values for each ramp of colors.
Another problem you have going on is that all your darkest shades and all your brightest shades are looking in avg. the same,
all first shades seem to have the same saturation, same goes for all second shades as a group and so forth.

THe result of those flaws is that the only usable colors in your palette as it is, are currently the midtones.

You run in trouble with red and yellow, because they work only at specific hue and different value and saturation levels.

also the saturation levels some colors look "best" or "truest" at vary a lot. Red only looks like red in the really high saturated area.
While blue and green work really nice in mid-saturated levels.
And some grays only will work with really little saturation.

maybe this image helps to make my points clearer:


for example:
yellow seems to look best with high value, high saturation and gets "muddy" really quick in the lower levels.
blue seems to look best in mid value high saturation but there are a lot of beautiful over a much wider bightness and saturation field.

Just throw any mathematics for this topic over board and don't try to come up with the same values for each colortype.
It won't work because reality doesn't work that way.

Learn a bunch of colors you like and where the are in the colorcycle.
https://en.wikipedia.org/wiki/List_of_colors:_A%E2%80%93F

for example if you look for "sand" what you will get will be at the level it usually should be.

Once you know some colors and where the are, it gets easier to learn new colors and remember where they are in the color-spectrum.
And then it gets much easier to understand why the color you want to achieve can't be achieved with the model you used for your current palettebuilding.

67
Devlogs & Projects / Re: Starr Mazer: DSP
« on: September 16, 2016, 11:25:54 pm »
OMG I played this at the SIX afterparty and bought it there instantly.
Says enough I guess.


I didn't know though that Ryu does the backgrounds. I knew that you did the anims PPD
love it so far. All parts come together greatly, currently there is a bit little content, but I guess this will get better since it's EA.

I would recommend the game to anysone who is looking for quick intense and fun shooting :D

68
Pixel Art / Re: Drill Brute (c+c)
« on: September 15, 2016, 08:04:43 pm »


tried to fix up some of the lighting
put in reflections and him and on the metal parts - complimentary to the lightsource
tried to smoothen out the shine and increase the contrast to make them seem more powerfull

turned him a bit more sidewards
added a bit of perspective, by moving the front shoulder up and the rear shoulder down

also adjusted the pose a bit

I don't think the drills are connected in a realistic way with the arm and I don't think that metal underwear like this would work. But those are just observations, i didn't change any of it to keep it true to your concept.

69
Pixel Art / Re: [C&C] orc head
« on: September 15, 2016, 07:33:34 pm »


yeah definitely too many colors, try to go with a ramp of 4-5 colors, that usually is enough to work with and looks great.
Also for this tiny resolution the less colors you use the cleaner it will look, because what makes it noisy is that you don't have any flat planes of colors in it.
A clean outline style also can help to make character parts pop.

You can get cleaner images by starting with a shilouette and adding light, then midtones and then highlights.
Tiny details like eyes and teeth can get added anytime in the process, just make sure they contrast nicely.

70
General Discussion / Re: Gamescom 2016
« on: August 14, 2016, 08:35:24 am »
will be going there business related.

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