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Messages - cels
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251
Pixel Art / Re: Robot Head
« on: April 24, 2014, 11:53:32 am »
Remember to let people know when you've submitted your work to a gallery like PJ.

http://www.pixeljoint.com/pixelart/85599.htm

252
Pixel Art / Re: Cave Tileset - Need Criticism
« on: April 21, 2014, 05:11:35 am »
Not sure that particular point applies in this case.
That would be true if it was a canyon or if there were walls with a space between cave ceiling.
But in a cave it should probably have more light around the eye level area with some blending up to darkness at the top where everything falls into shadow.
Well, realistically, in a vast cave network where the outside world isn't the primary light source, then I guess it depends on what other light sources you have. Torches? Glowing mushrooms? Lava?

If you want the outside world to be the primary light source, then the cave opening kind of determines which parts are brighter. But at the same time, the eye is better at picking up light from stuff that is closer, so in a dark cave, stuff that is closer will look brighter. And in a game like this, you want to create the illusion that we're seeing things from a bird's eye view, not the view of the people on the ground. So things need to make sense from the bird's eye view perspective. If there's a fog, then the tallest objects are clear, the lowest objects are obscured. Even if the character may have the opposite point of view (clearly seeing the lowest objects)

Am I wrong?

253
Pixel Art / Re: Cave Tileset - Need Criticism
« on: April 19, 2014, 04:36:05 am »
I like r4c7's use of purple.

But I don't like the dark edge you guys have for the cave walls. They make the cave walls look like bushes or trees, instead of rocks that are rising out of the muddy ground. Also, things that are closer to the viewer, i.e. higher up, should be brighter. So the top of the walls should be brighter. Assuming everything is the same material, the cave floor would be the darkest and the tallest parts of the cave walls would be the brightest.


254
Pixel Art / Re: Robot Head
« on: April 19, 2014, 03:11:16 am »
It's better.

Now, there are some areas where you're not following the reference picture at all, nor are you modifying the helmet and shading it realistically according to your own design. When dealing with complex objects like this helmet, you need to divide everything into simple shapes, and shade them accordingly.

The top of the helmet is basically kind of like 3/4 of a ring, so you should google images of metal rings and look for ones that are curved the same way as the top of this helmet. It's almost as curved as a sphere, but not quite. The face plate from the eyes to the jaw is almost cylinder-shaped, but it has a clear edge. And the jaw is basically just three metal plates fused together.

The way you've shaded the top of the helmet conflicts with the ring-like shape and also conflicts with the way the helmet is shaded in the reference pic. The reference has a border just above the eyes, which you have not included in your version, but then you need to think about what kind of edge you want instead, and look for a useful reference. Is it a sharp edge, a round edge, what?

I like that you've chosen your own colours, but you may want to look at using greys to soften certain areas. Right now you have very high saturation and very high contrast, which makes some of the edges quite ugly, and too sharp. You also have some very bright individual pixel highlights at the top of the jaw, which makes it look serrated instead of a smooth line. You may want to check out the cluster theory thread and read about the benefits of avoiding individual pixels like that. Also try to read up on anti-aliasing (AA) in pixel art. You don't always need to use AA, but when you're dealing with small objects with curves and high contrast, it's useful.

255
Pixel Art / Re: Robot Head
« on: April 18, 2014, 05:09:00 am »
It looks kind of like you started with a dark outline and worked from there. Maybe you would have more success if you focused on the shapes rather than the lines, and really studied where the reference sketch is lighter vs darker, instead of adding highlights to fit your dark outlines.

I'm just making assumptions about your work process here, so maybe I'm way off.

Also, I would say that the challenge with the DB16 palette is to use many different colours to make up for the lack of colours. For example, there is no red, so you need to use a mix of brown, pink, orange and yellow to create red objects. In this case, I would look at alternatives to just using the grey colours.

Here's my humble edit. I'm not great at pixel placement at this scale, there may be some issues with banding.


256
Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprite
« on: April 16, 2014, 02:12:12 am »
As an alternative to HDMD's suggestion (sorry bro, your screen name is too damn long) how about making the area next to the monster's hands a different colour, so the blue from the hands doesn't crash with the blue or red from the legs? Would give better readability.


257
Pixel Art / Re: Introductions and Pixels
« on: April 16, 2014, 01:46:11 am »
This looks brilliant already. The little feather / ear bounce is particularly charming.

I'm no expert on anatomy, but it seems to me that his left leg is pointing so much to our right that it would be impossible for him to bend the knee without moving his knee forward. But maybe the slight bounce is not enough to warrant the knee moving a full pixel to the right, I don't know.

I don't know how people tend to do idle animations, but my impression is that they're meant to look like heavy breathing and/or idle movements like stretching, flexing, etc. This guy seems to have a lot of vertical movement from the bending of the knees, while his arms are completely locked and are barely moving independently of his torso. It actually makes him look a bit like a boxer, who's keeping his arms tight on purpose (as a guard), while bouncing up and down. But then, you would expect him to stand on the balls of his feet. If this is for a game that is primarily about running and jumping instead of fighting, then perhaps you could loosen up his arm, shoulders and torso, like he's taking deep breaths. Hell, even in Street Fighter 2, many characters look like they're taking very deep breaths when idle.

In regards to the running animation, I don't quite understand what you want to know. Are you simply not sure how to start drawing a basic running animation? If that's the case, then just googling running animation is always a good first step. Beyond that, I'll leave any elaborate explanation to more educated artists. I've seen a lot of people say that it's very hard to do a nice running animation with only 4 frames though, so you may want to reconsider and go with 6 or 8.

Hope this helps, even though I don't really know much about animation. People with more knowledge will come along shortly, I'm sure.

258
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: April 14, 2014, 03:39:06 am »
Thanks for your help, guys. Very helpful indeed!

@HarveyDentMustDie: It looks like I would have to make some drastic changes in order to solve the issues you're referring to. At this point, I don't want to start from scratch, but I've tried to make a compromise by working on the position and angle of the legs. His right hand seems to be in a no man's land where no compromise is possible, so I guess I'll have to do something else with the right hand. Right now, I think I'll let him hold a helmet of some vanquished foe. He's supposed to collect skulls, so...

@Mr. Fahrenheit: Maybe just reducing the contrast in the red areas will help a little bit. There was also a lot of high saturation colours, so I can see where you're coming from. I'm not sure if this is an improvement, but I gave it a shot.


259
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: April 03, 2014, 03:31:42 pm »
I was going to do an edit, but I probably can't do a better job than Manupix
Nope, you probably can't.

Reverse psychology, see?  :D

@Manupix, that edit was extremely helpful. It'll take me a while to fix the issues you've worked with, but I'll get it done. I feel like I see the light in the end of the tunnel now, thanks.

@Fizzick, thanks, I'll have a look at the right hand.

UPDATE:



Still not done resolving all the issues that Manupix adressed, but I'm getting there. Changed the tassles from green to blue. They're supposed to be blue, but I thought green would give better contrast, and now I've gone back to blue. Do the colours work? I think so.

260
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: April 02, 2014, 02:36:49 pm »
The arm is pillow-shaded, which is a problem right now. Also, I'm having trouble figuring out your light source, mainly because there's no cast shadows. Like, for example, shouldn't the axe cast a shadow on the arm?
Thanks for the advice!

The light source is on his front left side, from above. So I tried to make everything brighter on his left side (our right). I think you'll see that if you look closer, but I suppose there are areas where I've made mistakes which are throwing you off. Perhaps the metal?

Since I'm not working from a reference with great resemblance, and since I'm working with a somewhat limited palette, I admit I'm having trouble showing the light source, while also showing depth and illustrating the shape of the armour. Especially for the metal, because I want to do shiny, polished metal, instead of dull, brushed metal. And figuring out the way the light reflects is tricky.

The arm has the opposite problem, because sharp highlights makes it look like it's covered with metal instead of skin, and with 4 colours I found it hard to create depth while indicating the light source clearly. Now that you mention it, the lower arm and upper arm have conflicting light sources.

The axe should cast a shadow on the arm and/or hand. That didn't even occur to me before. Though I can't really imagine where it would fall and what it would look like - I don't have an eye for that stuff yet. I suppose his helmet should also cast a bigger shadow around his neck.

As usual, I have overextended myself in terms of difficulty level, so any kind of suggestions would be helpful.

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