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Messages - cels
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Pixel Art / Re: Tile help
« on: April 08, 2015, 11:00:55 pm »
In need of another set of eyes.
How does the perspective look between these three items:  The tree, building and the ship.  Thanks.

I love it! This looks great. I can't see anything wrong with the perspective. Other than that, I agree with Cheetah's points 2 and 3. I agree that the grass is busy, but it doesn't bother me so long as you're using the colours well to make other items stand out.

Pixel Art / Re: Self Portrait
« on: April 08, 2015, 10:59:08 pm »
Keep forgetting to reply to this. I really like this style. But I think the sketch has something the pixel art lacks, in that it's more stylistic and abstract. What I like about this is the roughness, the angularity. Ultimately it's about your vision, but I personally hope you don't make this any more photorealistic. I'd prefer less, if anything.

I also really love the idea of keeping the 'Hawaii 84' as a mirror image, to demonstrate that it's a self portrait. I don't know if that's very over-used in art, I haven't seen it before. It just strikes me as cool and creative.

Pixel Art / Re: Sonic Items
« on: April 08, 2015, 12:17:19 pm »
Really great! I'm very much looking forward to seeing what you do with the background, which was always rather garish and hard to look at compared to the mellow Super Mario backgrounds. :)

Pixel Art / Re: Moar castles, moar clouds!
« on: April 07, 2015, 05:47:02 pm »
Thanks a lot for your help, guys :)

There's two situations I really struggle to deal with when I'm getting feedback. The first situation is when someone offers a critique I don't understand or agree with at all, and I don't want to seem rude or unappreciative. The second situation is when someone does a great edit and I just want to copy pixel by pixel, because I can't really think of how I would do it different, much less improve upon it. And this case falls firmly into the second situation. Those were some really great edits!

Question: Does it make sense for the shadows to cast a shadow on the road? Or would the shadow be nearly invisible given the lack of strong, direct sunlight on the ground?

@jahasaja: As much as I love old school pixel art castles with moving flags, I'm afraid that feels a bit too cheerful for this piece. I'm going for a sense of foreboding, you see :)

@Drazelic: Good call, I think. I removed the house from the bottom left corner and replaced it with a more simple one. Maybe this one is too big and eyecatching as well? Is the composition better with a bit more dark space in the bottom left?

@Decroded and Cyangmou: The details you added are amazing, and it's cool that you went in different directions with the colours. I will keep working on the details and the AA on the statues and castle.  I'll play around with the colours, I haven't quite settled on those yet.
- The closest statue is actually supposed to be missing an arm. But it's hard to really show that the statue is broken, without just making it look weird. I wonder if my choice is to either have more statues visibly broken (e.g. broken in half) or simply let all statues be whole, in order not to confuse the viewer. Really interesting that you saw him holding the sword that way. A cool interpretation that I didn't intend. I may go with the sword-idea if I can't make it very clear that the arm is broken.
- I'm surprised by the way you've rendered the "mage" in the robes. Because I wanted him to hold a staff with his left arm and be facing the viewer, but now it looks like he's holding it with his right arm and facing away from us. I left him untouched in this edit, but I guess I will need to pixel it better.
- I really like the use of window lights to guide the eye and make a sort of line towards the castle. Very cool.

I really spent a lot of time looking at your edits, but if there's some points I've missed, feel free to let me know. It's not necessarily something I have disagreed with, it may be I simply didn't notice it. But like I said, I'm still working on the details and the AA on the statues and the castle.

Haha, I personally love this atmosphere on Pixelation. It's like walking into a wrestling gym and hoping that everyone is going to be really nice and gentle with you. Nope, they're going to call you on every bluff and make you very aware of all your mistakes. Tough love. If you have the fortitude to deal with it, you'll learn a lot in time, usually getting your ego severely bruised in the process. If not, then... too bad. I'm exaggerating a little bit, but there's certainly the same meritocracy here that I'm familiar with in sports. It's quite nice.

That being said... I just googled 'sparkle dogs' and threw up a little bit on my shirt.

@Idera: I hope you do share your full picture instead of just that video, so people can critique it. A lot of work went into that piece, which suggests you have a good work ethic. And a cool, eclectic taste in music.

Pixel Art / Re: Mastering Fighter Sprite
« on: April 07, 2015, 02:24:36 pm »
Lachrymose's edit looks spot on in regards to the arms. In regards to the thickness of the neck, shoulders and hips, those things do vary a bit, so it just depends on who this character is. You can say that a female professional MMA fighter or an Olympic swimmer or basketball player may look very different from the average woman, but then you have to consider who this particular women is. Does she train 15-20 hours per week? I applaud anyone who tries to depict female fighters as strong and healthy instead of skinny models with huge boobs, but it can also go too far in the Marvel-direction sometimes.

The main concern for me is the head. It looks slightly too small, and the chibi-style eye which looks ok on a tiny sprite looks a bit too naive for suh a large one. Maybe this is some game art style I'm not familiar, but for me the eye looks better when it's either exaggerated in size (as with Chun Li in Street Fighter 2) or when you draw it more photorealistic so it just becomes a dark pixel cluster with no white at all (you normally have to be pretty close to see "the white in their eye").

Then again, I don't know squat about anatomy. I'm just padding my post count.

Pixel Art / Re: [WIP] A Boy and his Demon
« on: April 07, 2015, 12:15:44 pm »
This looks promising, but a further explanation of what you're planning to pixel would be helpful. Is the light on the ground coming from the  demon, or from attackers with flashlights? If it's the former, then I would expect the surroundings to reflect more light. If it's the latter, then the angle of those light beams are opposite of what they should be.

I wonder if you may have picked the wrong angle and canvas dimensions for a complex scene like this, unless it's supposed to be some sort of game mockup. I'm not saying it' can't be done from this angle, just that due to the perspective you won't be able to pixel the demon and child very big, which makes it harder to see their body language, which makes it harder to understand intuitively that there's actually a demon protecting a child, attacked by bandits.

So far, the body language of the bandits don't particularly convey a sense of danger either, just chaos and conflict. So one wonders if the figure close to the demon (i.e. the child) is part of the same group of people surrounding the demon (i.e. whether the child is a bandit attacking the demon)

Just my two cents.

Pixel Art / Re: making a balanced mountain
« on: April 06, 2015, 04:20:27 pm »

Realistically, I don't think it's a problem. However, if it's not quite the aesthetical look you need, then I guess you could always go for more symmetry. Or maybe look at some other refs. Just googling snowy mountain does shot both 'sagging' mountains and more symmetrical, balanced ones.

Do you think the problem is that the whole set I have doesn't look believable yet?
The whole set of layers in your background? I suppose I'd have to see it :)

Pixel Art / Re: making a balanced mountain
« on: April 06, 2015, 03:50:55 pm »
First of all, from my minimal knowledge of geology, mountains that seem to be sagging or leaning to one side isn't really a problem at all. With tectonic plates moving around and colliding, causing the landscape to fold, or with heavy sheets of ice pressing down the terrain for thousands of years (and then melting, resulting in the terrain rising up again), you get a lot of terrain that seems to be falling over, which looks imbalanced.

That being said, how much are you using references for this piece? This seems like a sort of question I myself would ask and then try to figure out rationally or by experimentation, instead of just... looking at real mountains. (I've just made this realization working on another piece, where I was struggling for the longest of times trying to get the mountains to look right, before realizing I hadn't really used any references at all. Which is kind of dumb, at least for someone at my level)

I don't think this looks problematic at all, it looks great. In fact, it looks relatively symmetrical for a mountain. You can always do more of what you've already done, which is to break up the shorter, steeper side with a few big chunks to put more "weight" on the short side, as it were.

Pixel Art / Re: Tiles C&C
« on: April 04, 2015, 09:30:37 pm »
Have you considered stronger borders on the sides of buildings to separate them from the background? Not necessarily a 2 px line (though it's certainly worth considering) but just some sort of finish to the tiles that mark the edge of a building. My major criticism right now is flatness. Which is hard to combat with this sort of tilework, I know.

I also think it's kind of weird how some places have shadows (e.g. windows and doors), while the buildings and walls do not cast any shadows. It's kind of hard to read, at a glance, whether the grass is flat or sloped.

Would love some more general C&C.
In my experience, the best way is to help other people with C&C in their threads. Then they're grateful to you and check out your thread more often.

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