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Messages - cels
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41
Pixel Art / Re: Some characters
« on: May 17, 2021, 06:43:11 am »
Thanks for the edit! I really like the change to the pose, it definitely looks more dramatic and natural. I've moved towards that direction, although I'm not sure I've taken it far enough. I will play around with this. Also good point about the arm length and hat tilt.

I'm not sure what to do with the leg yet. By keeping the shin more vertical, I think he looks more grounded. But I could be wrong.



EDIT:

Adding my viking-mongolian-novgorodian ginger-Conan conqueror king (I might change his title later)

 

My umbrella fetish has been replaced by people standing on things to assert dominance.

42
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 16, 2021, 10:08:19 pm »
You mean this is going to run on a NES emulator? Or will you find a way to make actual cartridges? Sorry, I'm not familiar with the NES scene.  :)

- The new animation looks heaps better.
- The belt armor protection thingy (BAPT) does read as his belly for me, I'm sorry to say. If I stare at it, I might conclude that it's probably not his belly. But I might also conclude that since the dark line above the belt is the shadow of his arm, the bright spot is probably his belly. So it looks like he's wearing a weird wrestling suit, like André the Giant, exposing his belly. It'd be a different matter if you had more colors to work with.
- Jumps and falls look great, really nice sketches!  :y:

43
With so few pixels it's kind of hard to see the difference between a lamb, a dog and a huge white rat. But I think the long ears and the eyes with visible whites make your lamb look more like a dog. Lambs tend not to have very visible whites in their eye.

Quick and lazy edit, because I don't have much time:



Personally, I would either go more towards 3D shapes with more contrast and large clusters of brightness and shadow or towards 2D shapes and that kind of flat paper cut-out style. Right now you have some tiny shadows with low contrast and they don't really do much, in my humble opinion. It's like a compromise between two different styles.

But I agree with fskn that the general readability is good. It's a very clean design.

44
Pixel Art / Re: Some characters
« on: May 16, 2021, 02:25:54 pm »
@dpixel: Thanks! Hope to keep this rolling!

@fskn: Really great edits and I spent a lot of time looking at all the changes you made. Shoulders, chest, arms, etc, all very nice details and very helpful! Ultimately, it's very challenging to pull back from adding more detail because it often looks better when it's more realistic. But I still want to maintain some level of abstraction and stylistic choices (e.g. big black clusters) going forward, so it'll be interesting to juggle this.

I'm considering the current set of characters done now and moving on to the next batch. Set 3 of 8 for a total of 120 characters.

http://pixeljoint.com/pixelart/139682.htm

Here's 10 of the next 15. As you can see, only a few of them are near completion so I am very happy for any feedback towards any of these characters. Gestures, anatomy, shading, whatever can be improved.



But most especially, I need help with the birdman! He's inspired by THIS reference and I don't feel like the foreshortening is working in my version. Head might also be a bit big, really. But I am hoping someone can help me with the perspective and gesture.

All kinds of feedback very welcome, as always. And thanks for the help so far!

45
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 16, 2021, 09:11:12 am »
Nice, so it's just a simple and modern take on a classic genre, with retro restrictions. I like that.  :y:

The new animation looks good but a bit choppy in the transition between frame 5 and 6. His left leg suddenly leaps forward while his right leg keeps the same stable speed.

The new font looks great, very in keeping with that 80's sword and sworcery vibe.


46
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 14, 2021, 08:51:10 am »
Hmmm! On a positive note, totally removing the highlights from his hair actually improves readability when viewed at 1X. With only 4 colors, the brighter hair made it a bit more challenging to process the difference between face and hair. Now it's very obvious and you can see it at a glance. Although the smallest portrait now stands out from the others on account of hair brightness.  :lala:

And really, I have to say that removing the deep dark brown wrinkles from the eyes to the cheeks makes him look younger and more healthy to me.

When you have time, I'd love to hear more about what you're planning for the game. Unless it's kind of secret and will be revealed in dramatic fashion. Is there a particular type of game you're emulating, like Golden Axe, or is this something different?

47
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 13, 2021, 10:38:41 pm »
Cool, cool! And yeah, you've certainly set the bar high at this size with so few colors! I'm starting to see why you sometimes indulge in spending time working on my larger characters with no color limit. 4 colors can be rough. But you're doing great and I really love the combination of 80's NES graphics with 80's fantasy aesthetic.



Personally, I would not go for a bright single pixel cheek. As you say it makes him look old, reinforcing that skeletal look. However, I totally get what you mean by Frazetta-ish resemblance. The guy loved dramatic lighting with sunken eyes and raised cheekbones. It gives characters more of that predator look. So I get it, even though I would personally dial it down a bit.

The new 32x32 portrait looks fabulous!  :y:

48
Pixel Art / Re: Barbarian sprite with NES specs [C+C]
« on: May 13, 2021, 09:02:33 am »
This looks great! Love the 80's barbarian bangs! I bet he loves to hear the lamentation of women.

I can't really fault it, so it's more about personal preferences. I made some changes and I also accidentally ended up with the same chin butt as SeinRuhe and similar changes to the strands of hair. Tiny edit, I think I changed a total of 8 pixels or something. I felt like those cheeks were a bit too gaunt.  :lol:



I really like SeinRuhe's edit of the smaller 16x16 portrait because I feel that his version looks more healthy and fearsome, whereas the original looks more skeletal by comparison.

I did not perceive any baldness but I do like the readability on SeinRuhe's hair. Depends how raven haired you want this Cimmerian to be, I suppose.

Great to see some progress for this project! Can't wait to see this guy punch warlocks and dragons in the face.

49
Pixel Art / Re: Some characters
« on: May 10, 2021, 11:27:12 pm »
Definitely not pedantic, I'm just happy for all the CC and wary of turning down good advice, because I know the feeling of investing time in CC and then being ignored. And also, I tried to start this project of pixel art world building in 2015 and I quickly gave up because I realized I didn't have the skills yet, so I'm really thankful for the help to continue.



In 2015, I burned out and lost interesting PA for a while. Partially because of my own issues and partially because I felt like there was too much apathy in the community (being more apathetic myself probably contributed). Started pixelling again during the pandemic and now I can continue the project in 2021. I think I'd have been fairly pleased with my latest work if I could see it in 2015. And I'm only just getting started, hopefully. But there's no way I'd get to this level without heaps of CC and many edits.


(Some of these skirts / dresses don't make any physical sense at the moment, in terms of how the fabric folds, but I'm already on the case.)

Thanks for the tips, recommendations and edits. I like many of the things you did and tomorrow I'll get back to work and update some of my designs.

EDIT: Will work on improvements later. Just posting the character I did this morning while having coffee. Hoping to crank out one per day and I'll stop at 120 characters. Reference HERE.



EDIT2:



Thanks for the crits, fskn!
- Tried to improve the lower arm of the mason.
- Tried to find a compromise with the ginger lady's hair, also worked on her clothes and her arm. I don't want her hair to look like tentacles or thick braids but I think I do like something in between.
- I bit the bullet and added another colour for the hair. Maybe it's a bit too yellow. After looking at your improved versions, I looked at a bunch of references (should have started there) of shiny blonde hair and I feel like I have a better grip on it. When it's super shiny, hair looks almost like metal (which is also shiny, so why didn't I think of that?) and tends to reflect most light at its most concave rather than its convex parts. But I don't know if I managed to get that across. Maybe there aren't enough pixels to get it 100% right.
- Your edit of the archer's hand was absolutely Michelangelo's Adam level pixel art. Really amazing and I tried to recreate it without copying it. Good point about holding the longbow, I realize that I should have been looking at how archers in real life fire their bows instead of simply looking at that statue. And I do like the look of the partially transparent bow string but I'm not sure it fits with the style. On the other hand, maybe it looks daft to have no string. I'll have to think about this. I also looked at a lot of slow motion video of longbows (and recurve bows) and I didn't see any examples of super dynamic bow strings upon release. I think your version looks good and intuitive but I'm not sure I want to exaggerate that much. Choices, choices. I also updated the bow quiver. Nice detail of having one grounded arrow not totally vertical.

50
Pixel Art / Re: Some characters
« on: May 10, 2021, 10:17:09 am »
Phew! Ok, here we go! First of all, thanks to all three of you for continuing to educate me. Frankly, I feel more and more like I just need to go do my homework. In short, I'm very humbled, motivated, encouraged and happy with your replies. As always, I hope I can return the favour in the near future, somehow.

@fskn: How do you recommend I go on learning more about anatomy after watching some videos? Should I just devote x hours every week to drawing skeletons and muscles from those 3D models and trying to copy? Thanks for the links, btw, those are extremely valuable to me.

@SeinRuhe: I'm not surprised to hear that big studios and programmers treat artists better than regular people as customers. It's the same thing with construction workers, carpenters, etc, I believe. Professionals know what to expect, regular people have unrealistic expectations. Great to hear that you've improved your life with pixel art, that sounds amazing! Although to be fair, it's thanks to people like you that I'll never be able to be a pixel artist.  >:( I live in Norway, there's no way I can compete with your prices or skills. I do have some family in Venezuela though, so I could move there and become a professional pixel artist. And emigrate to Colombia if things don't work out.  :-\ So what is your long term goal of doing what you love for yourself? Patreon? Making your own games? Muumuu on Onlyfans? Kickstarter?

@SeDiceBisonte: Thanks for the feedback and suggestions! I won't go into detail about every decision but I do like the look of her knife as a diagonal. If I put on my pretentious artsy thinking cap, I would say that her left side (seen from our view) demonstrates stability, being rooted and building a home, while her right side now looks more dynamic, with a diagonal dagger at the ready, a flowing skirt and flowing hair. A turbulent, violent past. Definitely some interesting symbolism going on, I think. :lol:



Note that nothing is final and please explain if something is wrong due to me missing an important point (as opposed to choosing a deliberate direction)

Let me see if I can comment on all the changes:
- Tried to fix the hand of the sledgehammer lady now that I finally understood your point, fskn. I can be a bit slow sometimes.
- Tried to make my own version of the stonemason with a bucket, although I'm not sure I succeeded. I didn't want to simply copy-paste so I tried to do it a different way and I may have introduced some new problems in the process.
- Tried to improve the drinking redhead a bit. Which is to say, I tried to improve her a lot but I didn't know where to go. I do want to keep her heroic proportions (keeping the head small) and keep her fairly straight rather than leaning back and taking huge chugs. Maybe I'm just rationalising my umbrella-tendencies, I don't know. I'll make up for that by trying some more dynamic poses in the future. I understand that the reference's hips may be positioned slightly different to how I pictured them but I'm not sure if that has a big impact that I'm missing, unless I choose to exaggerate that.
- Tried to make the mother a super saiyan with shiny blonde hair although I'm not sure the color or reflections really accomplished that.
- Changed the baby's shape.
- Kept the plain face on the baby and the mother because I'm still trying to be minimalistic and avoid my personal uncanny valley of pixel art. I do admit that your details on nose and mouth look good tho.
- Made changes to the brown coat and dress. Tried to find a good compromise for the legs based on fskn's visual explanations (thank you x 1000!!) and Bisonte's version.

In regards to the mother and baby and our different interpretations, I definitely see where you're coming from and at this point it's kind of like the visual illusions where I can see different things. I wonder if practicing more anatomy, gesture and fabrics will make this easier for me in the future. When I copied the silhouette of your sketches, fksn, and shrunk them down, it also gave me a better understanding of what I'm doing with all these characters. I seem to be making all my people wider and chunkier than intended. Their limbs are too thick, their shoulders too wide, their hips too wide, heads too big, etc. Not sure if this is a personal misperception or just a common consequence of working at a really small scale. After all, a lot of miniatures and pixel art sprites tend to have the same problem. It's just annoying that I started out wanting to emulate Flashback and I'm moving more towards Super Mario.

Again, thanks a million and a special thanks to you for the really comprehensive visual explanations, fskn! Very motivating and insightful, even if my amended versions rarely seem to reflect that.

Also, next project. This archer dude who is inexplicably wearing a helmet that obscures vision simply because it looks cool. I may change the helmet, reluctantly.


Trying to use more dynamic poses. You may recognize the statue by Zsigmond Kisfaludi Strobl

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