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Messages - Kcilc
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51
Pixel Art / Re: Tree
« on: September 03, 2010, 01:06:14 am »
Your canopy is still way too small. Make it at least double the size it is right now!

You're progressing very well all in all though. I really like how your leaves are coming along, and your colors are getting very yummy :)

52
Pixel Art / Re: Tree
« on: August 30, 2010, 11:44:45 pm »
Leaves?  :P

You're starting on so many new trees, but they all look the same. I think we could help more if you posted your reference image, and stopped posting a brand new tree every day. Just stick to one, and work at it for a lot longer than what you have been with these. One nice thing about pixel art is that you can correct your mistakes more easily than in any other medium that I know of, and you don't need to start something completely new just to try to correct some small errors.

Right now your leaves are still just balls of color. Your palm leaves are definitely improving, and that's great, but you really need to just search out what a tree really looks like. Does it only have 4 branches? does it really have four huge inflatable balls impaled onto those branches? You don't need to draw each leaf, but you do need to learn how to imply those leaves with smaller, more controlled blobs of color that emulate the actual compound shape of the leaves.

Here's a quick demonstration:

Those are the blobs of leaves I see in that tree. It's just a matter of picking out where the light hits the leaves and where it doesn't. Obviously you'd normally go into much more detail with a serious piece, where you'd find the blobs of many more different shades to where you could see some of the leaves, you'd pick out where the background peeks through the leaves, you'd pick out the parts of the exposed branches, you'd pick out the texture of the trunk; you'd go as far as you and your schedule could stand. Your ability and tolerance will get higher and you'll be able to get further into details more easily over time.
On a side note, notice the ratio of leaf-to-trunk. The trunk looks tiny compared to the leaves because they hide most of the trunk and branches from view.

While I don't suggest tracing the image of any tree for a serious piece of artwork, you can be justified in trying to get a sense of what shape the blobs really are with some tracing around. After you get a feel for how these shapes really look, you can try eyeballing it for your real piece. It will always be off, and don't worry about that, just try to get it as close as you can. Don't try to manipulate it or guess for something, try to find it in the image and imitate whats there, even if it feels like it would be wrong.

Just really try to see what actually makes the tree look like a tree.

53
Pixel Art / Re: Tree
« on: August 29, 2010, 04:08:03 am »
Oh good! It didn't seem like it to me because your trees looked so drastically different, sorry about that.  :-[

Hah, I used that same reference picture to churn up an example, but reconsidered posting it since it wouldn't have really helped with the stuff I wrote. Good old google!
Alright, so right now I'll come out and tell you not to worry about style yet. Just try to reconstruct what you see for now. Lemme suggest something that you may or may not be used to doing; draw a tree's silhouette using only negative space. I'd say that you will want to try an oak tree or something that has a more dense leaf structure than a palm tree. Just try to pick out the shapes the sky makes around the tree and through its leaves. In fact, for all of the trees you draw, don't try to draw a tree; draw only the shapes and lines you see that make up the tree.

I'm liking your new tree. Although I still feel like the leaves don't have quite enough contrast. By contrast I do not mean the value of the shades you've chosen; they're plenty contrasting enough in that respect. Look at that palm tree reference you posted, and notice how the shades are distributed.
This is what I see:

The leaves are actually much more isolated in terms of value because some of the leaves are in shadow with only the ambient light from the sky to keep them colorful, while others are getting hit full on by the sun. Leaves will never ever all have the same about of sunlight hitting them, not even close to that actually. Try to distribute your shades accordingly, and refrain from using all of your shades for each leaf or leaf cluster. This is always best to work out in the very early stages of your art since the more work you put into something the more attached you get to it, and it's really hard to get it all right your first try. I did a lot of reworking just for that little example.

Another thing to remember is that you don't wanna make a straight color ramp of green and a straight ramp of brown for the leaves and trunk respectively. In your reference picture there's a lot of blue and yellow in its leaves, and it will make your art pop out and tell everyone, "I'm a tree!" if you can find the actual colors that make it up. Generally, things slowly hint towards yellow as they get lighter and tint towards blue as they get darker because of the sun and sky. Or, if you're doing a piece with different lighting, then just remember that warmer = lighter colors and darker = cooler colors. Just remember that for a guideline though. Just play around with hue shifting as we call it and find something that you like to use.
Here are the colors I see in the trunk and leaves:

Also notice how I began working in the details. What I did was try to emulate the actual leaf structure by first making those light lines through the middles where I saw them on the reference picture. Then I drew a couple more lines out from the middle lines and within the silhouettes I created earlier, and finally drew some of the leaves sticking out of the big blob of color, and made little indentations where the leaves weren't. It was super easy to get the leaves worked in that way than just muscling through it all all at once. That's the reason I said to observe meticulously, and really study how a tree or anything works. Just remember that details aren't very welcome in a piece until you've got the basic idea down really nicely because theres always major structure issues that need to be fixed after the first couple tries, and it's really easy to fix them without any details.

So yeah, don't draw a tree, don't draw tree colors, observe the shapes, and let the image itself tell us it's a tree.  ;D

54
Pixel Art / Re: Tree
« on: August 29, 2010, 12:30:13 am »
Wait up! I think you're moving backwards with your two newest additions.

I love what you did with the leaves on the one with lots of contrast, and I think you should fall back to that one. Are you using any kind of reference for these, or just winging it? If you're just winging it, STOP. It feels like a sin to use a reference I know, but it's not. You're not blindly copying the image, you're studying it so that you know how a tree works. A lot of what makes you able to draw is knowledge of how stuff works, and right now it doesn't seem like you understand what makes a tree a tree in an artist's eye.

You don't need to take a class in botany, but you'll need to figure out how light will affect the tree, what shapes are present, what its proportions are, what colors it has, and artisty stuff. Basically, if you want to get better, you'll need to observe meticulously.

As for what you have right now, your textures all seem the same dither noise. I'm not saying dither noise doesn't ever work, I'm just saying it all feels the same right now. I think that some smoothness in a couple places would help a whole lot with variety and visual interest.

Your leaves seem a little bit too small for your trunk. It's generally good to have the leaves take up just as much or more of the canvas than the trunk...at least for a lot of trees. Also, your coconuts would be in shadow, and they would be much darker.

But yeah, I really like what you did with the leaves on that top one. Keep shading them more like that!

55
Pixel Art / Re: 48x48 Pixel Art video
« on: August 09, 2010, 11:26:06 pm »
Firstly my apologies for drawing the wrong gender, but I like drawing girls so that was half the reason I made this edit :P



Firstly, it looks like his right (our left) eye is about to fall off the side of his face. It's good to make sure you've got some skin showing at the very edge of the head since peoples' eyes are more in the middle of the head, and it only makes sense. Secondly, the bridge of his nose seems to be too flat; I understand this is anime, but even though it breaks most anatomy rules, you need to know how to break them to make it look good. Thirdly, his hair looks too much like rolls of paper, and not quite hair-like. It's good to make each section bleed into the other just slightly to keep it unified and hair-like. Your hair also seems a little lopsided. Fourthly, he doesn't have much of a chin, and no lips. Lips can be hard to pull off, since you need to be really subtle, but it's possible, and looks great if you can get it. Fifthly, the heck it's a neck! It connects to the back of the head, not the bottom. The very front of it is actually right under the very back of the jaw. Sixthly, the eye sockets would leave a noticeable cavity in the right (our left) side of his face. Seventhly*, the proportions are pretty anime right now, and I think that you should try drawing more realistic faces.

That was the anatomy I hope that I fixed up. I'd suggest you do some life studies and maybe pick up an anatomy book to read if you wanna get really great at drawing faces.
* I tried to keep your proportions since I didn't want to deviate too much from the vibe of your character.
 
Note:To make this look male, just try to get some more sharp angles, a more defined neck, and a more pronounced jaw.

Now I think I'll talk some pixel-tech at you.  :D

So firstly, there's a lot of banding going on everywhere. It's most noticeable on his jawline, but it's hiding in little nooks and crannies everywhere. Try to stay away from long lines of a single shade; if you do that, chances are you'll dodge a lot of blurriness. Secondly, you're spreading your shades out too evenly. I know it feels like a sin to abstain from using all of the colors you have everywhere, but if you bite your lip and choke your cat, you'll be able to overcome that and be able to reserve some of your colors for the more attention-hungry and important parts of your piece, and make it look amazing*. Thirdly, this goes pretty well next to secondly, your pixel clusters (the globs of pixels like the highlight on his cheek left (our right) cheek) are a little too small in some places. Don't be afraid to make some sharp edges and let the pixels shine through in all of their glory. You'll be surprised at how good they can look sometimes, and how much more alive your art will be without all of that super smoothness.

*Please note that my edit does not exploit what I've been talking about enough to be even close to amazing, and I definitely don't think it does. I just like to be emphatic :)

56
Pixel Art / Re: [WIP] Adventure Game Girl
« on: July 18, 2010, 03:07:32 am »
I, personally, don't see her tilted too much in either direction. Even when I mirrored it.

I also made an edit, just to try to polish her a little more since she still seems a little rough.

The first thing I noticed was that the boobs are a little robust. It's not an inherently bad thing, just I felt that you lost sight of her hips a little bit, and missed out on some extra curve. Deflating her lady parts might push you to try to find that curve.

Her shoes seem a little poofy, and they take up a lot of the attention that should probably be reserved for her face. While I did play around with them a little bit, I'm not sure if they turned out all that good.

I decided to forgo the mouth because I couldn't find a nice, low-profile equilibrium.

Pants and legs have always irked me, since in real life, you don't have such a harsh shadow below the knee and to the shoe. I've been fiddling with different approaches a lot, and I think I found one that works for me. I'm not sure if it's just my personal preference though, so yeah.



Her walk looks a little bit mechanical.



Not much change since you've got a great walk already, I just tried to make it feel more natural.

57
Pixel Art / Re: Lost Planet 2 Ex-NEVEC Soldier
« on: July 03, 2010, 08:46:27 pm »
Well, first I'd just like to say that you miiiiiiiiight wanna get rid of that seam over his crotch. :P

A good rule to keep in mind for a guy is to downplay his legs and hips as mush as possible. I'd move the orange things to wrap around him somehow to keep it from making him look stocky. It might be good to define the muscle sections a bit more; don't make his arms any bigger, just put in some sharper lines. Lastly consider making the shoulder pads a bit bigger, give him some more of a neck, and build up his traps.

Maybe a sider stance could help too. Here's a nasty edit since I'm not the best at explaining things:


I really like the helmet! that thing looks so awesome. :crazy:

58
Pixel Art / Re: CSW Style Character
« on: July 03, 2010, 07:12:52 pm »
Her breasts are really high. I think you need some room for her neck and collar bone. Also remember that when she's got a shirt like that on, you won't be able to see the separate breasts because the fabric will stretch over the cleavage.

Her pants seem really baggy too. I know that when I started spriting, I always accidentally made my characters' pants and shoes way huge. Just keep that in mind.

Don't be afraid to have really sharp spots in your art. Notice that you've outlined where the shirt connects with her left (our right) arm, not just once, but twice. I'd say in that situation, it would look better if you dragged the lighter part of the shirt all the way to the skin, so that it looks more like the shirt is casting a shadow on the arm than just making an outline.

Resist the urge to use all of the different shades so evenly. The fewer times you use a shade in your piece, the more valuable it is to our eyes—the reverse can be true if you have a powerful color. Use that to your advantage as often as you possibly can.

59
Pixel Art / Re: "Tales Of" Style Character
« on: June 25, 2010, 11:24:15 pm »
Hello! I also made you an edit.


Some things to remember are that when working at this size, you're implying much much more than defining. The prime example I see in your sprite is the buttons on his shirt. They are unnecessary, and clutter up your image so that the more important things get lost in the details. Just try to imply hands, don't actually draw them.

You seem to be pillow shading—or not defining a light source and making things lighter as they move towards the middle of the section—instead of actually shading. There are really three different "stages" of shading evolution in an artist. The first is what I just talked about, the second is contour shading, where you shade each section by its shape in two dimensions—sometimes disregarding how each part reacts to the other. And then finally form shading where you shade a lot like a sculptor, cutting and curving, trying to dig into the canvas and really bring out the third dimension. Really strive to get to this form shading.

Your character's anatomy seems a little bit disjointed. I'm not sure what say for this other than, look at naked people! Or as little clothing as you can stand. Then look at people with clothes on to see how the fabric works. Please note that my edit is not even close to perfect in this regard.

EDIT: I'd also suggest to lower the value of your skin tones a bit. I didn't play with the colors of your sprite that much, so just keep that in mind.

60
Pixel Art / Re: (Wip) A Tree
« on: June 22, 2010, 10:07:27 pm »
The beauty part here is that you don't really have to worry about drawing it wrong. A tree's growth is random so you can draw it randomly
Well, you don't have to worry too much, but remember that a tree still needs a good center of balance. It doesn't have to be symmetrical, but its weight needs to be evenly dispersed to look right.

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