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Messages - bengo
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General Discussion / Re: I think pixel art looks cool
« on: June 05, 2021, 03:56:06 am »
Me too.

General Discussion / Re: Perspective in top-down pixel art?
« on: May 28, 2021, 12:46:00 am »
Yeah I know how to draw 1,2 and 3 point perspective.
I'm curious to see your perspective drawings if this is true.

Pixel Art / Re: Lizardman - please critique
« on: May 25, 2021, 06:00:58 am »

I am ok with it not looking like in the game, since they have had quite a lot of iterations over the years.
Sorry for not mentioning it from the start though.

But as a rooster, skin flap thing, is it unreadable?

about the colors. I like your retake on it, gonna study in detail what happened when I get home.
The second to darkest color seems more red now, warmer.
Is it always a goal to try to limit colors as much as possible? Or is it more to try to make two similar colors into one?

Technically you can use as many colors as you'd like, some pixel artists are like that, however having a limited, shared palette does tend to give more cohesiveness to the piece. It can depend a little on personal taste. I think limiting your palette or being frugal forces you to value the color you're using more and really think about its use in the over-all picture. What does this color add? How does it help the piece? Does it help it read better? Push more contrast? Add more interest? Etc. It certainly makes it easier to create and modify your piece. Less to juggle around so you can focus more. I don't even think the palettes I use tend to be that restricted (though I tend to start off very simple, 1 light color 1 dark color per material/thing) but like I said I think it's good to do.

P.S. The flap does look unreadable does come off as blood just distracts a bit from the sprite.

Pixel Art / Re: Lizardman - please critique
« on: May 25, 2021, 05:36:38 am »
Bengo - It is not blood, but rather a skinflap with high saturation.. sort of like a rooster.
I am making a set of creatures from the game Oblivion - and this is is my take on the Daedroth.

This more aggressive color I took from this pic
I think there's definitely a readablity issue going on and I do wanna say doesn't really read much like a Deadroth. Looks nice just doesn't look super like that race. Might've been good to mention this initially; getting your intention down helps but no biggie.

General Discussion / Re: Perspective in top-down pixel art?
« on: May 24, 2021, 10:37:46 pm »
There is an answer to your question but it's a bit complicated (or at least, not sure how to explain it simply). Ultimately you kind of sort of "guesstimate" it but what helps greatly is a knowledge of perspective and being able to draw good basic forms (cubes, cylinders, etc.) in perspective. I will explain a bit here but I recommend looking into Drawabox and a Youtube channel called ModernDayJames.

In perspective there is a horizon (that's the center of your eye level, typically where ground and sky meet) and there are vanishing points, these are points that lines converge to on their respective XYZ axis, usually on this horizon (though sometimes they are not but that's getting into 3+ point perspective) as a plane or ellipse gets close to the horizon line the flatter it will be (the horizon line itself being where it's flattest) and the further away it gets the more of that plane you will see:

With pixel art, because of the typically limited size, it's very difficult to portray exactly what you'd do in a drawing or painting (you have literally less room to explain visual information) but the principle is still the same. Essentially you're trying to give a feeling of form. Isometric perspective for instance isn't actually "true" perspective: none of the lines converge to a vanishing point they are parallel but you still get a sense of form.

I once again recommend checking out those resources above. It's not a one-day thing, it will take months to years to get it down (I'm still getting it down) but good perspective helps with your art immensely.

Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 10:06:45 pm »
Hello there

Did another edit

Gonna go to bed now. but thank you so much for all your help today.
hope it looks better now

Much better. I've done a small edit that reduces the color count, lightens the lights and darkens the darks, made the blood look more like blood (I was under the impression that was blood otherwise I recommend removing it), given the chest piece battle scars, clarifies the forms a bit more. That chest piece would not get much light since light couldn't hit it and it'd get darker as it'd go inward more.

If the forum were still more alive I feel this could be considered on the 'featured' pixel art.

Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 07:29:50 pm »
A small anatomy note- On the forearm, I just want to clarify that Supinator Longus (Which is what Loomis calls it) and Brachioradialis + Extensor Carpi Radialis Longus are the same. It is technically two muscles but from the surface they tend to blend seamlessly together (hence why Loomis combined the two so it could be simplified).

Like fskn has shown bone is very important in drawing it goes hand in hand with the musculature. That's why I advised to look up 'origin and insertion' points for muscles but I should have mentioned to really look into the skeleton too. The clavicle is a very important bone and does infact separate the trapezius and the delt and pec. That being said since this is a creature there is some room to mess with the shapes and proportions of the anatomy (and keep in mind because of the scale, like fskn mentioned, there's only literally so much room for anatomical detail) but don't take that as an excuse to avoid putting in the extra work to make it believable. There's a huge difference between a conscious decision and avoiding something because it's harder than expected to implement.

Last thing to note here- The forearm's muscles change position depending on how the wrist/hand is rotated. You have supination (palm out facing towards your body "asking for soup") and pronation (palm away from your body). For your sprite that forearm is currently pronated, here is a picture of the forearm pronated:

Looking better, keep it up!

Email sent, looks interesting!

Pixel Art / Re: Lizardman - please critique
« on: May 23, 2021, 08:49:06 pm »
It's looking better! Forms are reading much more clearly and they make more sense.

If you need to mimic what I did that's fine whatever helps you understand. I gave you that anatomy breakdown for a reason. Just don't directly trace or copy it directly over. I don't think that will help you learn. Something that might help you would be understanding how the pectoralis major fits into everything:

The bicep will go in first, then the pectoralis major will cover that and then the deltoid will go on top of all of that. I tried my best to show it in my anatomy breakdown too. You're not really showing this bicep-pec-deltoid connection in your latest update and I think that would help that area if you did at least a bit. The pectoralis major does connect on the humerus (thats the upper arm bone) after-all so it's going to have to reach over there.

P.S. I would consider Selout (selective outlining) or getting rid of the line in areas altogether.

Pixel Art / Re: Lizardman - please critique
« on: May 23, 2021, 07:13:58 am »
bengo - your lizard looks pretty dang cool too, looks like something from Metroid now with the colors and the eye :)
as for the critique - form first - got it.  I can clearly see the form of the muscles of the arm. When you say adding detail in the transition from shadow to light.. you mean the half tones? for example, I see in the arm that the most dithering is at the light and mid light, while shadows and high light looks more clustered.
Yea, I am doing a set of creatures from Oblivion right now, but once I finish, I am seriously gonna try to study more regular art, including anatomy. It creates problems for me every time I try to create bigger sprites. :)
At the terminator line you want to add detail, where the light transitions into shadow. You'll see a lot of artists do this. Still you need to make sure, like I keep saying ;) , the primary and secondary form is still readable through the detail.

As for anatomy studies this itself could be one! I gave you an anatomy drawover showing all the different muscles. What will help is to reference an anatomy sheet and look up 'origin' and 'insertion' for specific muscles (for instance- 'origin and insertion bicep' and you'll see it connects from the scapula to the radius, part of the lower arm, bone). You can also do something called an 'ecorche' where you draw muscle on top of a figure, typically with obvious anatomy sticking out like someone muscular or very skinny, and of course you can use an anatomy book as reference. Andrew Loomis' Figure Drawing For All It's Worth can be found online for free and has the anatomy correct for you to reference.

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