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Messages - bengo
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Pixel Art / Re: Anya Oliwa's Face feedback
« on: October 14, 2020, 11:08:12 am »
Oh wait, just remembered, my apologies that Samus sprite wasn't yours it was Jmrhdb's (you did an edit for him). Well for this the other thing I'd recommend is doing bigger with it other than that it's really down to fundamentals and practicing those. Specifically for this you can check out Proko's head drawing videos. it's good you're practicing, keep doing that.

Pixel Art / Re: Anya Oliwa's Face feedback
« on: October 14, 2020, 10:55:37 am »
Fundamentals will help you immensely. That's my biggest recommendation.

Also, fixing work after you're given critiques is helpful. I did a 10-20 min edit on your samus sprite I recommend checking it out.

Sent a reply over, hope to hear from you soon. I embedded/attached some background stuff I've done to the email as well as my portfolio.

General Discussion / Re: Official Off-Topic Thread 2019
« on: September 29, 2020, 09:17:49 pm »
Pixelation's forum setup is unfortunately, or fortunately in some ways, outdated. There are some benefits to the traditional internet forum but people have moved onto new formats. It's not only outdated in the usual sense, even the featured gallery is out-dated (one artist in particular, it's a bit awkward to have his art up there after certain events happened). Some of the gallery is missing vital pictures to see the progress (in hindsight, featured forum posts should have had backup images saved).

I think the only way we could see a true Pixelation revival is if we had OG heavy hitters come back and if we had events/challenges.

I do my best to be active on here but some of the newer folk don't seem as interested in critique or practicing fundamentals (though to be fair, back in the day I was pretty similiar) and that hurts my morale. Nothing lasts forever but it's nice to have the nostalgia and see that, while it is outdated, we can come back and feel like it's 2006 again.

Pixel Art / Re: Samus Sprite Feedback
« on: September 29, 2020, 08:32:27 pm »

As you've been told, there's a major amount of pillow shading going on. Try to keep things simple, have a clear distinction of light and dark values, and think about where the light is coming from. I've made a sphere to the side of Samus to show what direction the light was coming from. The image you used for reference doesn't show too strong of a distinction and if you don't understand how lighting works it can make it extra difficult. Below is an image linked that might help you-

Pixel Art / Re: [WIP] How can I improve this piece ? Quiet island
« on: September 29, 2020, 07:11:59 pm »
Firstly, this isn't considered "true" pixel art- there are gradients on the sky and water. Also, I wouldn't add pixel art in there that isn't yours. Try your best to do your own thing.

Arguably, it's also against the rules to do this ( I'm not a mod so I can't say whether it truly is or not but it's definitely pushing it. So I'd say refrain from using other artist's work ever, even if you tell us it's not yours. We're not here to help them, we're here to help you!  :y: ;)

This is quite large for pixel art, it defeats the purpose a bit when it becomes too large. Pixel art is about pixel precision, controlling every pixel so when it gets to a certain size... why not just paint it? I'll link some examples below of pixel art that's still fairly large but much smaller than yours, take note how effective it is:

I'd say pick a portion of this maybe make it a bit smaller then try to focus on that. It's quite a large project you have at the moment. Neat scenery but it will definitely take awhile.

Pixel Art / Re: Animation
« on: September 29, 2020, 06:21:24 pm »
It's a cute little dude but like I've recommend to most people on here, and seeing what you've posted thus far for years (since 2014) on here, yyboyyy96 I'd recommend you learn more about drawing and painting (drawing is more important) fundamentals. Those help greatly with animation, and speaking of animation... I've only done a little bit on animation, did some ball dropping and basic rotation stuff, but I can definitely see you're lacking in knowledge on that subject. There's no anticipation here, no sense of timing or of importance of one part of the animation over the other; it doesn't feel complete.

The good news is there are plenty of either free or cheap resources for learning fundamentals. Proko is great and has plenty of resources for drawing. Aaron Blaise has an animation course that sometimes goes on sale, at one point it was $1 or if you can afford it pay the full price (pretty cheap all things considered) but I'd recommend working on drawing before animation.

Strong art fundamentals will easily transfer over to pixel work (but in my opinion, doesn't really transfer as well when it's the other way around). Most of the critique you're going to get at the moment is going to relate to this.

Pixel Art / Re: Our Lady Tribute portrait
« on: September 09, 2020, 11:27:27 am »
The better you can draw the better you can do pixel art. If you want to improve then I suggest you check out drawing resources. Proko would be a good place to start. I won't beat around the bush, I'm sure you can improve this and your work in general but you will have to put time into studying those fundamentals. For this you'd want to do some drawing studies of faces (after watching a video or two from Proko on the subject).

Pixel Art / Re: Female Character
« on: September 06, 2020, 12:27:51 pm »

Edited Dpixel's edit (good job, by the way!)  of OP's. Like Ken has said it's all about implication of things rather than being direct; pixel art is usually so small it's practically impossible to make it true to life and the smaller you get the more it has to be about the "implied" instead of what would be closer to what it is in reality.

Now onto my thoughts on this edit of an edit- I feel she's at such a small resolution that, while adding a fully black outline does help her pop out, it comes with the burden of not only flattening the sprite but even more worrisome is it can hurt readability in some regards. When it's this small having to outline the entire figure can imply and make certain limbs look too long or short, it can change the description of the form, etc. I think this is where selective outlining comes in handy as well as simply breaking the line altogether, this way there will be an outline but since it gets lighter and sometimes breaks it implies the outline is getting "thinner". We have to opt for that since we can't go smaller than a 1px size. The only way to avoid this would be going larger but even fighting game characters, which can be fairly large, tend to use selout. I've also changed the silhouette and have done my best to give the indication of a nice top down lighting. I threw out the eyebrows and went for a more traditional (: .) face since I feel it reads better at this size (her eyebrow could be mistaken as a brow shadow, meaning her face would be much more masculine, fine if you wanna go for a masculine woman but I assume we wanted a feminine woman). I ensured the hips were wider. I didn't try to follow any perspective (it'd be very hard to indicate with the amount of pixels you have available anyway) because, like said previously, it's more about the implication/essence of the thing especially at this size.

Pixel Art / Re: Portrait critique request
« on: September 05, 2020, 02:01:49 am »
It looks very nice but I'm gonna back what Ryumaru said, seems like having it this large, in my opinion, defeats the purpose of it being pixel art. Even most "large" pixel work isn't gonna be this big so I think you're gonna end up having to do quite a lot of cleanup work, which means blending or dithering making sure things gradate properly etc. Posting the ref would help too.

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