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Messages - Ryumaru
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11
Pixel Art / Re: Johnny Bravo Super Deformed NES Sprite
« on: September 07, 2018, 07:44:47 am »
Yo! It's cool to see you sticking with these 8 bit sprites, keep it up! You did well to put such thought into Johny's character and thinking about his personality and how it would reflect his pose.
As for the sprite, you shouldn't be doing much interior detail like the nipples and muscle separations; Johny never has the latter anyway, and it's too much at this scale and with this style. Go for bigger, simpler shapes that get to the heart of what you're trying to represent.
Also, while Arnie's bicep pose is certainly a cool one, it also happens to be extremely difficult to do at this scale. I did an alternate showing something closer to Johny's classic pose to show how it's a bit easier to make things read when there is less overlap.
Keep pixeling, I can already see improvement from your first sprite. Some anatomy study would definitely help, especially for pieces like this.




12
Pixel Art / Re: Portrait WIP
« on: August 20, 2018, 07:13:59 am »
Hey there, this is a cool piece! Your inspiration shines through; definitely getting those strong castlevania vibes. Other than some slight arm anatomy issues, I think the biggest thing holding this image back is it's composition. Is this just supposed to be a scene, or perhaps a title screen? Knowing your intent will help you to craft an image that best suits that purpose. My edit is far from ideal, but may give you an idea towards placement and linking more shapes together.



Also for fun, a NES palette version:


13
Pixel Art / Re: A Medusa Character For My Game
« on: August 14, 2018, 08:10:19 am »
Quite an ambitious character you have here! You've already improved the sprite a good bit it seems, but I think the low contrast palette, and the odd pose ( what is she doing with her hands?) are holding it back.





I tried to give her arms some sort of action, I'm sure you could come up with something just as good or even better. Think about the type of character she is, her emotions and personality, and use her body to illustrate them.

After that, I gave her a cooler skin tone to give her a more otherworldly vibe- it also seemed efficient to make her skin tone and underbelly scales the same palette; it could make some logical sense, too.

Also, here's an alternate that takes the palette even further:




14
Pixel Art / Re: 8-Bit Pixel Art of Chun-Li
« on: August 12, 2018, 11:20:05 pm »
Heh, well I'm not sure if that's the right message to take from my edit, but as you do more work you will definitely get a better sense of what you can do with limited scale and colors. Some details which may be considered " minor" in terms of scale or contrast, are nevertheless iconic for someone's design, and usually worth getting in ( embroidery on her chest, hair decoration, and the sheen on her hose I felt were worth fighting for). Here is a simplified version of my sprite with some of these details taken away and even the 4th added color removed; I think my original is better, but the foundation and readability of the pose and character are still basically there:



15
Pixel Art / Re: 8-Bit Pixel Art of Chun-Li
« on: August 12, 2018, 10:29:45 am »
Hey there, I saw your post about your goals for pixel art, and that you're starting from the bottom with 8 bit, I think that's a great idea ( maybe even try 1 bit at some point?)! You've done a good job at fitting all of Chun Li's costume details at such a small scale, but I think there's more you can do with the sprite, namely the pose and shapes. In my edit, I tried to more closely follow the reference, which leads to a stronger stance; don't try to fix it if it's not broken!



Since you're inspired by NES sprites; It might be useful to start thinking of your canvas sizes in multiples of 8x8, as that was the size of a single "sprite" on the console; of course many 8x8 sprites were often put together to create the full image of what we know as a "sprite".

If you haven't seen it already, Kasumi has a great post on NES  in the restriction guide thread:
https://pixelation.org/index.php?topic=10784.msg115062#msg115062


Also, this might be a bit advanced for where you're at currently, but I was interested in making a tracing to breaking down the Chun Li cosplayer into basic shapes. Some skill in drawing will definitely help you to improve your pixel work



Great start, especially seeing how new you are to pixel art, good luck on your journey!  :)

16
You are the boss! I'm only halfway through and already floored. Thanks for sharing <3

17
Welcome Amonn, Truevector! As well as Goodypundit, Oxnut, Railslave, and Darkri! Sorry we didn't get to you sooner  :blind: Enjoy ^_^

18
Challenges & Activities / Re: The Daily Sketch
« on: March 18, 2018, 09:20:48 am »
Damn wolf you're a beast! Must get lonely in here sometimes. How long do you usually spend on these sketches?


19
General Discussion / Re: Pixel art as a job?
« on: February 10, 2018, 10:10:59 pm »
Good luck! Work hard and enjoy the ride :] Continue to show your work here and and we'll help you grow as much as we can!

20
General Discussion / Re: Hi, I recorded a video of myself pixelling.
« on: January 16, 2018, 07:34:39 am »
Thanks for sharing! I was completely unaware of the painting and it's story.

 Your process looks very logical, with just the right amount of search. It's interesting seeing the coiner of cluster theory work- and seeing the evolution of the palette throughout the image's creation makes me aware of my own lack of experimentation- perhaps in small part due to my software of choice ( photoshop).

Would you mind if I shared this on the pixelation twitter?

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