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391
Pixel Art Feature Chest / Re: Platforming Tiles [WIP]
« on: December 07, 2011, 09:10:38 pm »
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It's very hard to judge tiles when not in context. Make a mockup
Seconded motion  :), I think writing down or mocking up a solidly thought out idea of what it is you're trying to achieve and why will help you create better, more nuanced work as much is it will aid critique from others.

You've done a really nice job realising what you have, a big improvement on the previous set ;D

A couple things look a little odd; the grass could be better integrated with the rocks and lighting is completely different between the grass and rocks.




392
Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 07, 2011, 08:28:08 pm »
Per the rockface try toning down or removing the dark outlines, selectively losing them on light edges and incorporating them into shadows on the dark, Also up the contrast on the rest of the tones a bit.

With the trees, remember that saturation often decreases towards the extremes of light.

The water could be a bit too eye-catching when tiled over a large area, you should be periodically checking how individual tiles work in the context of the rest of the scene, make sure that you are consistent with your approach.


Tell me if something needs clarifying from the process below


393
General Discussion / Re: Casual Pixel Art Encounters
« on: December 06, 2011, 11:04:09 pm »
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Cow

Is this a self portrait? I don't know what you look like but judging by your WIP you look human and convincingly lit if lacking a little contrast. Good stuff.

Random portrait tips; It's sometimes quite hard to recognise your own idiosyncrasies, try looking at a mirrored photo of yourself to double check relationships between elements, especially the tip of the nose & eyes. Don't be afraid to exaggerate small quirks to accentuate and heighten a likeness.

Is this intended for a particular project? It's quite big and you could probably achieve a likeness at a lower resolution if you wanted.

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Tourist

Thanks for sharing :),

I don't think these are effective as smilies in themselves primarily because they spend too much real-estate looking like a girl and not enough like an expression, The natty Christmas themed smilies on the forum are also nice but not as effective as snake's skew pixel set for the same reasons.

Practising a variety of expressions is always constructive even if you don't submit these anywhere, If you enjoyed it also try doing one of those 25 essential expression sheets doing the rounds on DeviantArt et al.

394
Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 06, 2011, 10:21:46 pm »
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do you mean hue shifting?
Yes, sometimes people respond better to information phrased in an unfamiliar fashion. I think you should try pushing this and other effects much further than is cautious to ascertain what you find a reasonable, or just interesting application.

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your edits seem to be done very confidently and freely
Thankyou, what you're describing (mark making & draftsmanship) is one of the chief pleasures of art for me and I'm very glad that you find it apparent. I'm constantly amazed by the amount of people who seemingly don't appreciate this quality or ascribe the effect to vague, fatuous nothings like 'soul'.

If you can recognise it, you can attain it. Pixel art won't really help you on this front, drawing from life and learning to trust your eyes and hand to work together will. Immensely so.

I'll be back tomorrow with a little diagram that might help you to visualise your ideas, keep working on improving on what you've already achieved.

  

395
Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 06, 2011, 01:25:01 am »
Great!

Making copies of your work, trying and comparing different thing 'forking' is an excellent habit. :)

Structure & perspective are sound,

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I went for a more iconic kind of thing and i think it came out a lot better!
Brilliant, you should be proud! keep doing this and ever more extreme and you'll be able to draw whatever you want without reliance on specific reference.  ;D

Pixel-wise,

  • Try to limit the amount of single or double pixels and group them more smoothly
  • Also try digging into the very darkest parts of the tree with the trunk colour
  • experiment with greens tinted towards different colours in the lights and darks.

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i actually got kind of inspired by seeing your edits on a few other topics on the forums; you've got a fabulous style!
This warms my heart to hear, but keep in mind that I've tried to limit my personal preferences in my edits here by conveying an idea in the roughest sense (not always successfully). What I've posted is a result of thinking logically about structure and light, the way you interpret this starting point can be wildly different and you should experiment to your own satisfaction.

396
Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 05, 2011, 10:16:11 pm »
This is a much better effort  :),

Your tree is constructed well, although it does look like you might have traced it or at least been a little slavish in your reproduction. Copying things is how you learn and ability with a pencil is invaluable but try to figure out why your reference looks the way it does and apply that information to the creation of your work.

Using tiles in profile (from the side) in a top down game is unusual, not to say it can't work. Have a look at some screenshots from popular RPG's and look at the way perspective is handled. If you're seeing the grass from above shouldn't you be looking at the tree in the same way? 

You're right that attention needs to be paid to what to draw and what to leave out when working at a small size. This is something that will come with experience, learning from your mistakes.

Try drawing out what it is you want to achieve on paper (the whole scene), then transferring those ideas to pixels.

Good luck  ;D 

397
Pixel Art / Re: [WIP]: Crackhouse RPG Tiles
« on: December 04, 2011, 09:43:38 pm »
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Traditionally the 2nd layer should get more 'attention' than the first, and the sprites more so than that. Technically, does that just mean adding more luminance to the 2nd layer objects? Brighter colors? And how does that work with lower color counts where colors are constantly being re-purposed?
Higher contrast = higher priority, warm colours pull forward, cool recede.

Love some of the new tiles, floors especially.

398
Challenges & Activities / Re: Palette Workshop Challenge
« on: December 04, 2011, 08:02:53 pm »
Top centre looks great; a lot like that catwoman mugshot, but I wasn't consciously trying to emulate that look. I can't see either of the semi-realistic edits as an improvement per say but a different approach, things like colouring the whites of the eyes and completely removing rendering of the nasal bone doesn't look right to my eye. lovely greasy speculars on Blondie, I'll try toning my highlights down a bit.   

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Cartoon doesn't mean inconsistencies, though!

In what way inconsistent? between the girl and him?

I think I might make a bunch of individual palettes for these and possibly accessorise a little; some of them look a little bare. Maybe I should jump threads with this.

 

399
Pixel Art / Re: [WIP]: Crackhouse RPG Tiles
« on: December 04, 2011, 03:44:33 pm »
Definite improvement but you could go a lot further.

I think you might be misinterpreting what I've said. Considering the scene as a whole and not a collection of disparate elements is essential to effective picture-making. If everything has the same visual priority nothing is visually interesting. I'm not trying to advocate a simpler approach but a smarter one, detail only where it counts.

Remember that rendering > detailing.

Edit - Felt I should demonstrate what a difference lighting could make. Black here being little or no detailing, white lots. I don't know how you'd go about tiling something this extreme but try applying some of these principles.


400
Challenges & Activities / Re: Palette Workshop Challenge
« on: December 04, 2011, 03:14:40 pm »
Thanks Chris, appreciate the edit  

They're all a bit stiff, I wasn't really confident with the medium at the time and I think these are all mouse & 1-px brush :-[, but I learned a lot making them.

I added more mid-tone to mr.bottom left and removed the sloppy suit shading, I also tried some changes to his partner in the top row but I really like the Adam Hughes-y vibe I had and I think your edit flattens the face a bit.

Test-drove a few things on ms. bottom right but kept the large skin highlights; I was aiming for greasy skin, harsh lighting. I'm not sure how I'd go about improving the sense of form with them. Anatomy aid dead centre ;). In all seriousness, him & Blondie were intended as cartoon dishevelment.

Any pixel technique missteps? they're about as tightly rendered as I could manage.  

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