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Messages - bengo
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1
Pixel Art / Re: Forest Tactics Animations
« on: November 10, 2022, 05:33:39 am »
This is a board meant for critique why are you essentially archiving your old work?

2
General Discussion / Re: Pixelation's Future
« on: October 13, 2022, 05:56:28 pm »
Wild to think I've been here since I was in my mid to late teens. I was always on and off but it was a good run and I enjoyed it a lot.

3
General Discussion / Re: I think pixel art looks cool
« on: June 05, 2021, 03:56:06 am »
Me too.

4
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.

5
Pixel Art / Re: Lizardman - please critique
« on: May 25, 2021, 06:00:58 am »
Hello.

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.

6
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.

https://elderscrolls.fandom.com/wiki/Daedroth_(Oblivion)

This more aggressive color I took from this pic
https://en.uesp.net/wiki/File:ON-concept-Daedroth.png
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.

7
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.

8
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.

9
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: https://upload.wikimedia.org/wikipedia/commons/thumb/3/3e/Forearm_muscles_back_superficial.png/250px-Forearm_muscles_back_superficial.png

Looking better, keep it up!

10
Email sent, looks interesting!

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