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Messages - Cyangmou
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81
Job offers / MOVED: [PAID] Complete reskin of our game
« on: June 17, 2016, 09:56:36 am »

82
Pixel Art / Re: [C&C] Male and Female sprite
« on: June 16, 2016, 11:26:05 pm »


First you use 98 colors for those.
Try to restrict your colors first.
Use ramps with equal amount of colors and good contrast in them. YOu always can change colors in the process.

Consider the color of the outlines. You use dark blue for the trrousers, dark red for the pullover, why do you use black for the head?

Then the characters stand there very stiff, you could add a lot more weight to the poses. YOu could add depth, depending on how the character is places in space.

next thing is that a saturated red like this might not be the best combination with the the blue trousers.

You always can add more colors and go crazy with details.

Don't forget to add hair, it adds a lot of character at this size.

83
Pixel Art / Re: Duelyst Attack Animation Tutorial
« on: June 16, 2016, 10:22:07 pm »
good stuff  :y:

84
General Discussion / Re: Can anyone become a pixel artist?
« on: June 12, 2016, 09:59:15 pm »
Can anyone become an artist?
Yeah really anyone can become an artist, the question usually is just how good you can become as an artist.
As far as I'd judge it according to my observations a lot of artists start out with strengths which can differ greatly.
Some people are good at certain  skills, like making expressive character or conveying three dimensional form, are pretty good with measuring proportions or other things on a subconscious level.

BUT
and here we get to your second point.
Even if you have on, two or a bunch of skills which you are just good at, there are hundreds of different things in art you have to consider, to learn and to get good at at a subconscious level.
And even if you have someone who tells you clearly "do this, not that" you still have to figure it out for your own.

Pixel art is 90% normal drawing and 10% pixel specific technique.
If you are a person who drew for all their life and already made experiences in various mediums, it' sno problem to learn to pixel stuff in the quality of your examples in a week - because the pixel aspect is the smaller aspect you have to master.

If you are a beginner at art who starts out just now and you never have made any art experiences so far, "a couple of weeks" simply isn't enough to get as good as people who devoted years and time of their childhood in developing these skills.

On the other hand far more important than doing good work is to have some kind of deeply personal fulfillment in creating this kind of art. If you don't have fun with creating it, it's highly unlikely that you will do it long enough, to even get considerably decent at it.

85
General Discussion / amount of color per ramp / resolution used
« on: June 10, 2016, 05:51:19 pm »


Finally I got an example for this effect, really wanted to bring up this for a really long time.

I believe that there is a spot for every style in pixel art, where your chosen resolution for a certain look is just really efficient to work with.

One of the first thing you will recognize if you start doing pixel art, is that the bigger you make your artwork, the more time it usually takes to polish up things like jaggy edges with handplaced antialias.
Another common thing is that the bigger the artwork gets, the more colors you can put in it (just from the grid) and therefore you have more values to create form with – but usually this also takes more time.
The bigger an artwork gets the more color we tend to use and the smoother the „gradients/bands“ look.

Speak the higher the quality appears.

But aside from this there is another thing, where even smaller resolution graphic could take longer to create depending on the style, because you have to fiddle around with every detail to get an somewhat satisfying looking result.

Now specifically to my example:
 
In this case the portrait on the left which is 48x48 completely broke apart and would be much more work than the 64x64 portrait next to it, because it uses too many colors for it's resolutio to be visually „crisp and clean“ and the stylization is to slight for the small resolution. The angle of the eyes doesn't align well and there are plenty of readability issues.

One thing one always has specifically have to consider with pixel art is to what degree certain features need to get stylized to convey them effectively with pixels.

This brought me to 2 very general basic observations:
The more slighter angles you want to portray in a clean way, the higher your resolution has to be.
The more stylized the art is, the smaller you can go.

If you make a stylization you should always ask yourself if it works well for the size you chose and you can portray all details effectively in your style (you always stylize in pixelart, consciously or not).

But The problem can not only happen with making stuff to small, but also with a really simple style which gets too big for pixelart. Therefore this would need a ton of work on smoothing lines with AA - which is quite inefficient to do with pixel art and therefore should be avoided.

I think the way to go about this before you start with any pixelart is that you should think about this basic relationship:
amount of color per ramp / resolution used


If you have a ramp of 5 colors, but only 4 pixels space, your ramp simply has too many colors and the image will break if you want to use all of them.
Although if you think about how big your average cluster should be for the amount of colors you want to use use and design our ramp according to that you will get overall much more cohesive and thought through results.
Of course personal bias will always play into it a fair bit.

86
Pixel Art / Re: Stone pillar
« on: April 19, 2016, 12:45:40 am »
It's quite ok what you have. Rock solid so to speak, especially for a beginner =)
But like most beginners you fell in the trap of overemphasizing details, before thinking of the big picture in it's most simplified form. This is really hard, but if you want to get better you really should practice looking at th ebig things before you get lost in all those tiny rocks.


You also said it's an unique piece i really wouldn't go for tiles.
Tiles are great to quickly map down textures. They work quite good for grass, dirt and that stuff.
If you can avoid it I wouldn't recommend using them within objects, because they tend to make stuff repetitive and dead looking.

Maybe this helps:

87
Some people like a thing.
Others don't like that thing.

Some people talk shit about stuff they don't like.
Some people don't talk at all about stuff they don't like.

Every opinion is equal.
You can't change opinions.
You could slowly educate people, if you think your opinion/arguments are superior. If they are people will believe them over time.

If you create anything though, there will always be a person who dislikes it and if the thing is popular enough the amount of people who dislike it is greater in numbers too.

In fact it doesn't matter, as long as you have your own, very strong opinion about things you value.
It could get a problem if you take general consensus "e.g. popularity" as measurement for "quality".

People who say something is not good either have some very good arguments to make and you should listen to them carefully, or they talk total trash and don't have a more educated opinion on the topic than avarage.
You should try listen to the first group of people, and blend out the second group, because their rage isn't worth your time usually.

88
Pixel Art / Re: First pixel art [C+C]
« on: April 06, 2016, 10:06:39 pm »
As it already was said, you are off to a great start.
Good work on with what you did so far  :y:
The colors and contrast range you chose with the reference are totally fine.
But you jumped in polishing steps by far to early (e.g. dither)

Where you could improve your artwork significantly is first with the silhouette.
Try to capture the angular sharp look a rock has with a single color.

If you add more colors, always keep in mind which kind of shapes those clusters form. Rocks are mostly quite angular looking,therefore you go with straight lines and sharper angles, not with round forms.

You can add as many colors as you want.

Once you think the result is fine enough you can start with adding dither and AA, but generally those pixel specific techniques come in last, so try to get the big image right at first.


89
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: March 27, 2016, 10:07:10 am »
Heya Matej, really cool to welcome you here. I hope you have an inspired stay =D
Consider joining our Slack if you want to hang out with some of us.

90
Pixel Art / Re: Realistic human skull reference
« on: March 22, 2016, 01:45:54 pm »
I don't think it's useful as a reference for an artist, because pixel art as a medium already stylizes.

For references we usually want to have full detail and all details as clear as possible - speak HD renders or photographs which are "realistic" to read

This here is literally a skull model with a filter on it. Not as good as a HD render would be and not stylized in any way that it could be used as style reference on it's own.

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