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Pixel Art Feature Chest / Re: RPG Tiles - Chip16
« on: November 23, 2011, 08:11:22 pm »
I'm a noob pixel artist so I might be wrong, but the rocks also look flat. They look like tiny holes in the ground rather than rocks.
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darkest to lightest or middle tone and branching out towards highlights and shadows are both good methods. Lightest to darkest however, is not preferred.
This box monster felt flat, so I concentrated on using only the dark and mid tone on the front, the mid tone and highlight tone on top. It still looked flat, so I made the darker tones slightly darker by reducing the red and green in the color scale. In other words, following color theory, darker shades have more of a blue/purple tone to them.
This is a car, right? It looks like you mixed RPG perspective with classic GTA perspective, so I moved the roof back and revealed more of a window visible from the front. The darkest blue was almost indistinguishable from the second darkest blue, so I made the darkest shade a tad bit darker. The anti-aliasing looks decent and I left it on in the edit, but whatever was applied 'outside the box' might look like bad artifacts when the sprite is on a terrain.
These are the simplest of edits, hopefully it will be of some help