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Messages - Sharm
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Pixel Art / Re: Tileset for RPG
« on: November 16, 2017, 05:59:44 pm »
Much improved and very nice!

2
I can't tell what 4 or 6 are meant to be representing, a little reworking for clarity would be good.  The others have a very nice and clear silhouette which makes it easy to see which is which at a glance.  The vines on 4 especially are confusing and would probably be worse to someone who's color blind.  Other than that I just think this is really lovely.  The woodcut print aspect is my favorite part, lends a lot of old world style.  I feel I should be learning from you instead of the other way around.  ;D

3
Pixel Art / Re: Tileset for RPG
« on: November 14, 2017, 05:03:24 pm »
Don't get me wrong, I love Zelda, but the trees are very distinctive.  They're also not very realistic so it's pretty hard to do anything like it and not have people immediately think of Zelda.  The bushes are great, there's something I really like about the shading that I can't quite put my finger on.  I mostly like the new tree, but the new shading makes it look a little furry.  I like the original tree's more rounded shapes better.  I only just now realized that those barrels weren't some kind of bug statue or something.  Making the top brighter than the sides will help with that.  I'm not sure what that middle line is meant to represent.  If it's supposed to be the metal ring it should be more defined than the plank seams.  Now that I'm noticing it, you've got a lot of inconsistency there, where sometimes the top of an object is much brighter than the sides and sometimes it's the same or darker.  You should pick one and stick with it (preferably lighter top, it makes things look less flat).

4
Pixel Art / Re: Tileset for RPG
« on: November 13, 2017, 04:41:09 pm »
Aw, why'd you have to start over?  The original trees were very nice, just an incorrect perspective, now they're just a squashed zelda tree clone.  :(  Fixing the problem could be done with a little editing.  I've edited all the trees and bushes from your last screen as an example.  It's quick and dirty but it's enough to make it look like it belongs while still keeping the original style.


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Pixel Art / Re: Rock - monster
« on: October 31, 2017, 03:58:30 pm »
You could make it look more rock like by emphasizing the facets.  For example, try moving that highlight to the other side by the shadow.

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Pixel Art / Re: Need help in making this cupboard more "Woodish"
« on: October 27, 2017, 02:51:46 pm »
What sort of viewpoint are you going for?  3/4ths like an RPG or front on like a sidescroller?  Orthogonal or with perspective?  Because the top suggests RPG orthogonal but the shelves are front view in perspective.  Either way with overhead lighting your top planes should be lighter than the sides.  If the object is facing the light I also like to get rid of the outline and instead highlight the line between the top and side facing the light, it makes it really pop out.  If you're going for RPG then you'll need to add a lot more to the depth of those shelves, they should be almost as deep as the top is, the difference between them only the thickness of the backing.  If it's side view then your top should be only as deep as any of the shelves.

Your current shading does have some issues.  What's casting the shadow all around the top of the cupboard?  On the corners of the drawer section?  The front edge of the shelving sides?  The answer to all of those should be nothing, there shouldn't be shadows there because there's nothing getting between those places and the light.  To get the shading right you've got to think about the path that light takes and how much would be blocked by what and by how much.  If you can't figure it out then that's the lovely thing about references.  You don't necessarily have to.  If you have troubles finding some online, creating some with a flashlight and any bit of shelving would help.

Besides sorting out the shading and perspective, I think what would help this piece the most is giving those edges some actual thickness.  Right now they're a single pixel thick, and it makes it all look a bit like it's made of cardboard.  Making those edges thicker and shading them will go a long way towards making it look more like wood.

As for texturing, it's like adding in the highlights and shadows for the grain of the wood.  Cracks are shadows, bumpy up parts highlights and such.  I like to do more to the edges since that's where the wood will weather fastest, making the grain of the wood stand out more.  Before adding any shading in figure out which way you think that grain would run first.  Keep in mind that usually wood grain is cut so it runs parallel to the longest edge.  So on that top bit you'd want the grain to run left and right instead of up and down.

7
Pixel Art / Re: Fairies, Pixies, and Sprites
« on: April 15, 2014, 12:22:10 am »
These are really well done, they have good readability for something so small, nice color choice and the selout is subtle enough that I didn't really notice it until I zoomed in.  Stella looks a little washed out with that background, her hair and clothes are trying to blend in to it.  I'm sure a lot of it is that she doesn't have the same contrast that the other girls do.

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Pixel Art / Re: [NES-like] GunRage
« on: April 15, 2014, 12:18:06 am »
Still love it.  The grassy tops have so much style to them.  The trees in the full sideview mockup with the rounded canopy look a little glitchy.  The hard horizontal lines make it look like it was tiled wrong.  The triangle bush looks out of place and I'm not sure it's even supposed to be a bush.  The tall grass with the seeds on top is a nice touch.  As always you do an amazing job using the palette to it's best.  Love the vines.  The roots look really thick and kind of creepy, they look like they're going to start squirming any second.  I like the cliff walls better on the full sideview, the other ones are just a little too blocky, they look man made.  I think if you just slanted one edge of any of those boxes it would look a lot more organic.  The trunks on the palm trees look like legos, still not sure if that's good or bad, but it doesn't look quite right just under the leaves.  That part's usually thicker than the trunk since it's where the dead leaves pile up until they fall off.

I hope by putting this here too that means you'll be working on it more.  You start so many awesome tilesets and never take them anywhere.

9
Well, the very first thing I would do would be to get rid of that strange boxy gradient around the moon.  You should do something more purposeful there, something that doesn't detract from the beauty of the moon.  There's a lot of stray pixels especially in the sprite that's adding noise to everything.  It makes it hard for the eye to rest anywhere and on the sprite it makes the character less readable.  You do a pretty good job using shadow to define form, but for some reason your highlights aren't doing that, they seem much more randomly placed.  The pallet needs the most attention, it looks very haphazard.  Think about what color the light is, how that would effect the hue of the highlights or shadows.  Think about how contrast and hue determine where your eye naturally goes in the image and how you can use it to highlight the things of importance and lead the eye.  With such a bright moon I would expect to see more highlights.  You could use it to define the walkable areas better.

Your tree isn't too bad, I think if you clean it up the same way I suggested for the rest of it you'll see some improvement, especially if you do more purposeful and form defining highlights.  You might want to make it less lopsided too.

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Pixel Art / Re: Tiles C&C
« on: February 27, 2014, 11:59:35 pm »
I think the palette could use a bit more attention too.  Maybe you're going the wrong way with the hue shifting, it may work better to do a bluer light and warmer shadow.  That way you can up the saturation and contrast but still have a dreary look.


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