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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.