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Messages - coffee
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31
Pixel Art / Re: Character Animation - Help appreciated ^^
« on: August 31, 2013, 09:46:32 am »
Decroded was just pointing out things for improvement that you didn't read about earlier. It's not enough reading a tutorial once or do a thing once to get it. You need to do it over and over and over again to get it right.

The feet on PixelPiledrivers edit is not there just because he like feet. they are there to help you see that he actually moves his feet, which you do when you walk.
Your walk cycle looks more like he's standing still doing some kind of dance.

Your Mockup looks lifeless and weird. Even if you don't want a perfect perspective you need to work more with light and shadow like the tutorial(If you've actually read it) shows.
Where it's explain pretty simply that you put a brighter colour on top and a darker colour on the wall, simply making a different pattern doesn't help. There is nothing in your room that
says it's a room. Right now it's just a flat picture.


32
Pixel Art / Re: How do i make grass for 2d Game
« on: August 31, 2013, 09:23:16 am »
This part of the forum is not a place where you beg for art and edits(and then use them without permission). If you don't want to do your art youself, please go and post at the job offer page.
There is an "unpaid" section that might suit your needs.

http://wayofthepixel.net/index.php?board=14.0

33
Pixel Art / Re: Need help going from low-res to not-so-low-res
« on: August 28, 2013, 01:56:11 pm »
I don't want to be mean to people or stop them in their creativity. However, I just got the feeling recently that there are a lot of these kind of attitudes going about and I think it's sad.
I can't see the great enthusiam to learn in people anymore, or at least they are very few. I think it's a major problem everywhere, not just in the art section. People want everything to go so fast
these days, including learning. Of course you can be eager in the beginning, I were too. But at some point you need to understand that you are not the "best" and if I can I would rather say that out loud when I see it and save that person a lot of bad experiences.

Eventually you will get to the goal you want and the praise comes with it.

34
Pixel Art / Re: Need help going from low-res to not-so-low-res
« on: August 28, 2013, 09:21:54 am »
Quote
because you were asking for critics and improvement and you often seem stuck

Might be stuck because you think your art is already the best?

Quote
cheating by working at lower res/hiding details in *cleverly* put noise.
Cheating is bad, noise is not clever, it's also bad, if you actually read what I wrote to you you might understand it better. Clever clusters are good, noise is something you want to get rid off.
Having a lot of pixels in weird places where it does more bad than good, does not make it high resolution.

Quote
@coffee those honestly look much worse.

Explain why? You can't expect to get better if you can't take in what others say and use it in a way that improves your art. I'm not saying you have to go for the exact same style or anything, I was pointing out the lack of some basic things that makes your sprites look weird and unprofessional. If you use the critics to your advatange, then you will improve.
Don't expect to get any more feedback or progress with the attitude you've got right now.

/coffee

35
Pixel Art / Re: Gameboy 4 color art
« on: August 28, 2013, 09:11:07 am »
Hi finaga

Don't have much time but I made this edit for you really quick:



Basically don't be afraid to use the dark colours or AA, no need for dithering. Some broken outlines that could be fixed as well as some lightning. The main problem with your
characters is that they don't have any shades noticable. the dots of dithering can barely be counted. Be brave, use all colours even the dark ones on larger surfaces.

36
Pixel Art / Re: Need help going from low-res to not-so-low-res
« on: August 24, 2013, 10:24:52 am »
Having a high pixelcount/pixelresolution in a very small sprite like that, is not a good thing in my opinion. It's like you said, you mainly get weird noise and often bad clusters.

Quote
I tried to do these, any way to make them show their form better?
First off you lack some basic things, like the outline is broken at some points. Colours could be more dramatic and have a higher contrast. too much small spots that could form larger clusters instead.
Improving some of these things will help you show their form better.

There is also no point in A.Aing small sprites like these, it just makes the form less easier to read.

Quick edit:

37
Pixel Art / Re: Need help going from low-res to not-so-low-res
« on: August 23, 2013, 08:26:57 pm »
Quote
Edit looks great, i want to be able to do stuff like that.

Well PP's edit is not actually a scale up. He did scale it up but then he took away most of the scaled pixels and replaced them with normal sized ones.
I'm not sure but, I don't really know if there is a special way to do your art so it would look better scaled. The examples you posted looks really interesting even though you pasted some things, in this
case it even looks good, kind of abstract like From Dust (http://oyster.ignimgs.com/ve3d/images/07/44/74472_ProjectDust-02.jpg)

I usually don't do it in a special way than what I usually do even when I know it might be scaled to fit a certain resolution. I guess it's just a matter of good basic technique since any weird thing going on or something like it will be noticed a lot easier when it's scaled.


38
2D & 3D / Re: Slime
« on: August 21, 2013, 11:50:52 am »
"It all ends up in Microsoft's pocket anyway"

was not ment to be very seriously taken. Perhaps I shouldv'e added a:  ;)

Quote
If commercial software works for you, then use it. If open source software works for you, then use it
My point was really that you don't have to pay around $1423 for a software that you can get for free, one that is just as good.

You can't be totally oblivious about the turning of the market/products/commercial/giant companies. If you actually read a lot about it and the consequences and aftermaths it makes
I think you will change your opinion. It's not at all an ineffective discussion but I guess it's up to everyone if they want to be aware or ignorant, if that's what you mean with everyone
choosing their own products. That's the kind of talk/opinion that will prevent anything from changing.

Also you can't expect not to get any reactions if you did intend to open a discussion or say your opinion about the subject.

Try at slime coming up



Edit:
pretty boring and dull previous slime I produced... new try


39
Pixel Art / Re: Need help to animate water (16x16)
« on: August 21, 2013, 08:37:36 am »
There are still a lot of banding and hugging going on, same places as before. Read carefully about it and you will understand it better.
There are also some AA that would be better of not there, on the small green plants for example. The AA around it makes it look flat and weird. Try to not overdo
on the AA when you have such small sprites, it makes it weird to the eye, more blurry then clear. I would also suggest toning down the colour of the bright grass, right
now it's a bit too stingy.

Compare the plant to the flower, the flower looks a lot better because it doesn't have tons of AA around it.
Another thing with the plant. I see you have just rotated one of the halves at put it on top or bottom. This destroys the perspective a bit and I would suggest
you do the top part of it different. It wouldn't take you much time and it changes a lot. Same goes for thee tree, If you do want to mirror it try to avoid things in the
middle that actually makes it look mirriored. Like the two dots on the top middle branches.

I personally would not have an outline for the stones on the bottom since it doesn't melt in with the grass enough, and now with that vague shadow it looks a bit like it's floating in midair.

40
2D & 3D / Re: Slime
« on: August 21, 2013, 07:20:23 am »
It all ends up in Microsofts pockets anyway!

I wouldn't even think of buying such a tool. It's the same with 3Ds max, a lot of free programs are often the same quality and in some cases even better, like Blender, some people have just, for some reason, started to(or always has) think that these programs are a lot better . Using a free software is also good for the big picture, meaning not just throw money at microsoft etc. but encourage independent developers that actually looks out for artists and have passion for creating a tool that serves the purpose of helping create good and high quality art, instead of building a program that is ment to reach out to a bigger group of buyers. the purpose to make money.

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