Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - coffee
Pages: 1 ... 3 4 [5] 6 7 ... 19

2D & 3D / Re: Slime
« on: August 17, 2013, 04:23:26 pm »
I'm not extremely well experienced in digital art but I think your newest version looks a bit too static, like a sculpture or mud.
I would probably also add some more vision inside his mouth and define the shapes of the inner shades less, brightening up the areas which are very shaded.
Like the direction Mathias & PixelPiledriver  took. A slime would "gather" more light.

General Discussion / Re: How many tiles in a tileset?
« on: August 17, 2013, 09:42:28 am »
This post probably belong in General discussion.

But anyway, like Cyangmou was saying and you yourself just explained it's about what feelings and other things you want to mediate. In my opinion simple and repetitiv tiles can be just as fun
made the right way, even if they are shown often. It is many times just a matter of style. I think overly detailed tiles can as you said make your head blank because of the many things you have
to focus on. I try to spread the detail and have spots of it instead of everywhere to draw the eye to one place at a time and not everywhere and nowhere.

A good mixture is something I always go for and what usually ends up as the best choice(for me and what I want to achieve)

Very simple all the way. A complete style that makes sense.

A good example from the forum, simple but with nice detail.

Heavy textured

So I wouldn't say anything is better, more optimal, than the other.


Job offers / Re: [Paid] Looking for Pixel Artists
« on: August 03, 2013, 11:14:45 pm »
I have worked with Prideravanok. He has been very friendly, cooperative and open. There have been no problems with payments!

Pixel Art / Re: Three WIPs
« on: July 31, 2013, 12:20:48 pm »
Looking really good, very nice job on the cape. The only thing that you changed now that I don't really like is the way you defined the hair in round lumps. Right now it looks like paches of dirt. I'm not entierly sure but I think if you aproached the hair the same way you did with
the beard you might get a better result. less defined with more hint of details.

Very nice progress!


Pixel Art / Re: Eh, yup. Grass tiles. [CIP][W+W]
« on: July 31, 2013, 11:04:21 am »
No one has put you on the stake. I'm just pointing out things for improvement, which this part of the forum is for.

If you want help or comments I don't think you should reject someone trying to help you by doing an edit. Which in this case even
was an improvement that you could've learned something from. Instead you acted like you had the answer to everything. Which leads
to something else. If you want to use graphic for a game it is not just what you think is the best way to do things that will make people end up playing your game. Believe me or not you won't get the reaction you want by doing so and you are also limiting your skills to a certain style. Understanding of other styles is a big part of becoming a better artist and developing your style.

I read your thread about grasstiles and I have no idea how you can reject some of the art just beacuse you can't understand it. You can't expect to be as good as some of the persons who have been practising for 20 years +. I with many thousands love the way some of those artists have done grasstiles. There are also an ulimited way of doing things, no right or wrong way.

So my advice is take another approach to this by not trying to do things in a better way then someone else has.

You won't be able to do the perfect 32*32 tileset in many years(and there are no "perfect" ones) and you have to live with that and just try to improve all the time, otherwise you will end up getting disappointed you couldn't do it.

I made this edit to show you how it might be made more interesting

Pixel Art / Re: Eh, yup. Grass tiles. [CIP][W+W]
« on: July 29, 2013, 09:57:04 pm »
@Hideon: These kind of details quickly get distracting and dull. I would not recommend doing something like that for a tile that will be visible more often.

That is a totally untrue statement. I have no idea where you got that from. This entire forum is filled with proof against that.
Pixel art is very often a lot about details. At least.

I have played a bizzilion games that have a lot of detail in the tileset and it doesn't get dull. It gets more exciting and less quickly dull.
A game being dull is about something made wrong in the gameplay, not in the amount of details. What is better then finding a cool extra detail in the scene that you run through that breaks it off for just an instant. Would you rather have the player run through a world of nothing, I would find that extremely dull. I can keep going on this and give you one thousand examples but i'm not since you hopefully understand where your statement lacked any kind of credibility.

In this case I think the cliffs deffinatly need some fundamental rework even if the style is simple. It doesn't look natural for being in a natural scene. Right now it looks like metal and the one you had before looked like wood and I think Hideon made a good effort in showing how it might be done.

I would also change the black to something more lit if you intend to keep the empty space and at least have some kind of foreground
to not make it look like a wall, since it's not.

Pixel Art / Re: [WIP][C+C] Alien Soldier
« on: July 26, 2013, 10:41:21 am »
"Post your pixelart for constructive feedback and help others with their art."

I think you should've had it coming =)

I kept the weapon and shield but changed the view to a bit more distant one. It helps getting rid off those big
 areas that might be a bitch to finish or it takes a long time to and even longer to make interesting.

There is also something weird with his pose. It's too random and too bulky. And the old one didn't look like he was surveying, he looked more surprised then anything else.

I noticed you've started going into very small details, especially on the weapon when you have not even finished polishing the concept. It usually ends up in you getting tired off it when you need to change something in the picture because it gets very messy and you have already put a lot of effort and time into it. Try keeping it in the right "frame" and don't rush ahead when there still are things uncertain in the current state.

Also the use of colours could be more interesting and help you make the scene more effectful, instead of just using a brighter or darker version of the colour you've got try grabbing suitable colours from elsewhere and apply.

Hope it helps on your progress!


Pixel Art Feature Chest / Re: Gold Mining Town
« on: July 26, 2013, 09:52:48 am »
They are perhaps a bit too high contrast still. Take a look at your foreground rocks, they are lacking the darker shade which the mountain don't, that makes no sense.
And it would be easier to make an edit if you didn't enlarge it before. If you want people to know it's supposed to be shown as *2 just type it out and people will be able to
make edits a lot more easier. Anyway, I think you can tone the mountains down even more.

Coming out nicely


Pixel Art Feature Chest / Re: Gold Mining Town
« on: July 20, 2013, 10:24:02 pm »
Personally I like the new colours of the mountains a lot more. They are less dull and give a crisp air, mountain feeling. They are perhaps a bit too high saturated and a little too purple and if you compare it to the forest layer before it the colours melt a bit too much together looking like they are right next to eachother, like Voxxitronic and Ryumaru was talking about.

One more thing I would like to point out is that the chimney seem to be a bit out of angle if you compare it with the rest of the house. Perhaps it's because you've shaded it like it would be in the middle of it but the position is too much to the left, seeing it from this view. try moving it "back" in the picture and it will look more right.

else than that I think it's coming out really nice!


Pixel Art / Re: Better tiles
« on: July 09, 2013, 10:34:30 am »
the path needs to show more depth, lighten the front rocks, darken the back rocks etc

It is not actually a light or dark issue in a matter that you just increase or decrease the light, that's why you are having depth problems. You need to work more with contrast and saturation. More contrast, saturation in the front, and gradually less in the background. If you have a look at the horizon. Things closer to your eye is easier to see and there won't be enough particles ect in front to dissort(Not brighter) and things far away is brighter because there will be particles off all sorts in the distant between your eye and the object far away that you look at. Those particles also make the background seem "less saturated". Nothing is invisible, like air and moist. They are just very small bits, but clumped together they will create a somewhat transparent layer.

Same effect will be seen in water, there is a limited distant that your eye can see that differs due to the ammount of particles in the water.

When it comes to games and such you do it because you want the eye to focus on a specific depth. And since our brain somehow is drawn to the sharper and darker parts you make the foreground darker. You don't want the players eye to focus on the background, it's just there to give you the feeling of room and depth. That's also why you don't want too much details in the background, at least not details that draws focus in a way that distrubs the player and confuses the eye. Like in your case, when I look at the mockup my eye is drawn to the big dark piece of open space in the background.

I did this tileset very quickly but I hope it helps you:

There are other ways to do this like Candy Man Criminal might have been aiming for.

Like from Cave story

But then again it is a matter of saturation and contrast. More contrast and details in the foreground objects and tiles and in this particular case nothing but a flat colour in the background

Pages: 1 ... 3 4 [5] 6 7 ... 19