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Pixel Art / Re: Promo shots of characters for my next project
« on: June 12, 2019, 05:54:44 am »
This is a really cool looking character ;D The pose is really interesting and I'm enjoying the perspective!

I think a big issue you're having here is with colours and contrast. The gloved hand is getting pretty lost in the dark pants and the hair feels like it needs some shading compared to the rest of the drawing.

I'd put a little more time into the hair to really sell the feeling of it floating, take a look at some shots of people with long hair underwater for inspiration. The strands you've got here are all really thin, it doesn't feel like it's clumping together in the way that hair does.

And last thing I'm not sure what those white shapes at the tip of the cape are but they're not reading like anything to me.

Overall I think with a bit more time for a detailed cleanup pass this will turn out great  ;D

Pixel Art / Re: run cycle animation
« on: June 11, 2019, 07:52:26 am »
The animation is looking really nice and smooth! Great work ;D

My primary concern would be that it looks more like a power walk than a run. If you're wanting it to feel more like a run the defining difference is with a run you should have at least 1 frame per step with both feet off the ground.

The other thing I'd urge you to think about is timing. Right now the timing is fairly even, there's a similar amount of space between the feet/hands on every frame. If you want to get it looking a bit more punchy think about playing with a pendulum type timing where the hands and feet spend most of their time at the extremes and quickly pass through the middle.

Keep it up  :y:

Welcome to the forum ;D

Definitely post some art! I can't think of any inherent reason why a messier style would be a problem, if it is more aesthetically pleasing then go for it. I could potentially see that it would be harder for other artists to match your work if the only technique you're using is "I don't quite finish it." That may not be an issue depending on the scale of the project but you say you have an animator already so I think it's worth discussing with them whether what you're doing really constitutes a technique/style that can be codified.

I would be asking myself what the disconnect is between the messier and cleaner styles and why one is coming off better, this kind of thing should be an active choice for the direction you want to take your game in rather than a concession because you can't achieve what you're setting out to do.

A lot of the focus on very clean pixels around pixel art communities is a bit of a layover from years past where many pixel artists were trying to train up to be able to work on big productions. In the indie gaming era there's a lot more room for forging your own path. Though I would suggest that learning and choosing to not do is better than not knowing how.

Post some stuff and maybe we can help you to figure it out  ;)

I can definitely vouch for Andreas and say that this is an exciting project! If you're interested in doing large form pixel art you'll have heaps of creative freedom and fair compensation ;D

Pixel Art / Re: Light Elemental Boss
« on: March 02, 2019, 06:04:58 am »
Finally got around to working on this again, it's only been 7 months :crazy:

Sorry for the very slow implementation but your edit helped massively pistachio, thanks again!

2D & 3D / Re: Official OT-Creativity Thread 2
« on: February 15, 2019, 07:48:25 am »
Nice to see you back Larwick :D Painting is looking excellent  :-*

Pixel Art / Re: Sea Captain Portait and Side Sprites
« on: February 07, 2019, 06:16:53 am »
These are looking nice! The biggest issue is that your captain has no groin  :D The groin should be slightly below his jacket level. And the legs should pivot at a hip location a little bit lower than they do presently. You could also nudge the jacket up a little bit higher if that makes his legs seem stubby.

In addition since he is on an angle toward us his shadowed foot should fall and lift slightly further forward than his lit foot when he steps. Currently you have it the opposite way around.
Keep it up :y: ;D

Pixel Art / Re: Isometric explorations
« on: January 31, 2019, 06:49:13 am »
This has really lovely volume  ;D

The main issues I have are with the perspective. Specifically the root on the left hand side of the tree looks a bit misplaced. Like it is a short stump growing off the side of the tree. And while the trunk is extremely straight, the top two tiers of leaves seems to drift off to the northwest a little. The two sets of leaves that are beneath the second tier on the right hand side jut out fairly far which doesn't help with that.

I think the leaves coming to a point at the tip looks pretty strange, both the rendering and the construction.

It might also be nice for the second from the top tier of leaves to be a little bit narrower, as it is it feels like the tree has a bulb of leaves at the top rather than the tapering that I would associate with a pine.

Can't wait to see more from this project, the stuff you've been posting on twitter looks awesome  :)

Pixel Art / Re: Help projecting power to this animation
« on: December 06, 2018, 09:03:27 am »
This is looking great already! The overall timing is perfect  ;D

The way I would add more power is to make sure that your build up happens in the opposing direction to the ultimate motion. So ideally you want the figure to squish downward before springing up. And then you want to have a longer buildup of energy, keep squishing a little more every frame, really ease into the final pose, and then hold that final pose for just a moment before releasing.

And I would take another look at the feet, having them spring in and out makes it appear to release it's energy early before the big motion. Have everything moving in one direction for the whole duration of the buildup.

As for the effects you really can't overdo it. Use lots of frames, lots of little tendrils and flecks of light that slowly fade away. Especially for the launch. Rather than having the effect move upwards like it does try having it dissipate in place (i.e. make it thinner and break apart a little frame by frame until it is gone)

Overall I would say the biggest thing you want in your timing is contrast, you want the buildup and the fade out to linger as long as you can and have the motion happen in just one frame like you have now.

Good luck  :y:

Pixel Art / Re: First time animating a walk cycle - help!
« on: November 30, 2018, 01:40:25 am »
I can definitely see that you're on the right track here! A few tweaks to the 5th version and I think you're well on your way to a nice walk animation :y:

The main problem with the top 4 is that your arms and legs are swinging on the same side. Your left arm swings forward with your right leg and vice versa. Which you have done with the 5th.

The primary issue with 5 is that the left and right swings of the body don't match. In a "perfect" walk the left and right leg and the left and right arm will do the exact same motion, only flipped and offset by 1/2 the length of the animation. I would also say that the angle of your feet doesn't match the angle of the torso very well.

Rather than starting your rough animation using lines for all parts I would recommend starting with 7 balls/dots. The torso, the hips, the head, the hands, and the feet. You can just move those around easily frame to frame until you find the right motion.

Good luck  ;D

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