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71
Pixel Art / Re: [C+C]Wizard Portrait
« on: June 06, 2017, 09:14:33 am »
C+C does indeed stand for comment and critique.

The overall issue with your drawing is that your shading sticks too closely to your lines. Even that you are using lines at all. Think in forms and planes, define the drawing as a series of shaded planes first and then go into adding details. Try to think like a sculptor.

As a general anatomical critique pull the cheek and eye way in. From this angle the rear eye is hidden partially behind the nose.

Make the red stripe around the hat thicker and less saturated. A single pixel bright line is very obvious and reveals the grid. It looks very out of place and not really a part of the hat.

There is some pretty bad banding going on in the shoulder pads and on the mouth.

The palette looks better but is suffers from a very uniform level of saturation and brightness. And all of the colour ramps are very straight. Try to mix in colours from other places in the image, rather than using a separate set of entries for each element. Focus on the value (perceived lightness) of the colours, rather than just the hue and what it says on your brightness slider. Use your darker tones in the face, right now the details of the nose, mouth and chin are lost.

72
Pixel Art / Re: Smoke after Explosion looks off...
« on: June 06, 2017, 08:56:06 am »
Slower, more frames. And you're accelerating the smoke. The mass should move out quickly immediately (it's an explosion after all) and then rapidly decrease in outward speed as the smoke dissipates. The animation should start out quick and end very slow basically, in both the outward momentum and the rate at which the particles change.

73
Pixel Art / Re: Smoke after Explosion looks off...
« on: June 06, 2017, 02:11:15 am »
You need to fade out smoke very slowly and carefully. Taking note of every particle and making sure it slowly dissolves into nothing.

Overall there's a very nice animation shaping up here ;D

74
Pixel Art / Re: [C+C] [Nudity] Game Main Character: Female Spy
« on: June 02, 2017, 02:30:11 am »
Looking good ;D

Consider not using pure black for the outlines also. Using a lighter colour might allow you to shape the character more effectively. Tweaking the colours for the black should help. You're only using the lightest shade (which is a little too light) on the upper body, see if you can't bring that down to the rest of the dress a bit.

75
Pixel Art / Re: [C+C] [Nudity] Game Main Character: Female Spy
« on: May 30, 2017, 03:31:47 am »
Just a little bit too dark but definitely better. And looking much better overall. When shading avoid hugging one row of pixels completely with another, this is called "banding" and it reveals the pixel grid in an unpleasant way. Try to stagger them.

At this resolution you have to let the pixels control your character design to some extent so if you can only make thicker arms look good just flow with it.

Technically your proportions are pretty close to real life but pushing these things will make for a better and more easily readable character.

Nice move looking at reference. The vertical stripes look good, do whatever you think looks good but I went with crescents.

A different pose or different dress design could certainly help but this dress is totally workable (though it will be a bit of a pain to animate)

Take a look at what I've done with the shoes. The yellow is holding you back a bit I think, the colour is just too close to the skin. I used the pink so that should give her a stronger colour identity.

They're looking better. Eyes at this resolution are tough. Maybe try a different hairstyle that gives you a little more room to work with. You probably aren't going to be able to give her a "proper" face any more easily.

I did a more subtle edit this time. I'd suggest flicking between them and your drawings to see what I changed and how I've pushed pixels around to make stuff read better.




76
Pixel Art / Re: [C+C] [Nudity] Game Main Character: Female Spy
« on: May 30, 2017, 12:49:41 am »
Looking better. Contrast is better but your darker skin tone could still be a good bit darker, try pushing it a little more orange/red as well. Makes the skin look a little more lively. Honestly you probably don't even need a highlight colour for the skin. You can use the white if you ever need to make a specular or something.

Arms still need to be thicker. Don't be afraid of having beefier arms, she's a spy she should be ripped :D But really just make sure they bulge at the forearm a bit and try to puff the shoulders up a little more than the upper arms.

Make the hips bigger. That's going to be the single easiest way to make a character look feminine. Take a look at some references and how the abdomen connects to the legs. As you have it the crotch is pretty close to where the hips bulge out, remember the pelvis is quite tall.

Try putting a little bit of shading on the dress, a couple of crescents indicating that the fabric is hanging. Don't define the bellybutton through the dress. Also soften up the shading on the breasts a bit, remember that (generally speaking) clothes don't ride up under the breasts but rather peak at the tallest point and then pull flat down toward the abdomen.

Your colour choices for the black are pretty solid. I wouldn't outline in the light colour unless you're specifically trying to make it look like it has a lighter edging. If so you'll need to add some shading of some kind so you can make that clear.

Try outlining the shoes, 1 pixel is pretty much too thin for anything.

Give her a chin. For eyes at this resolution generally you want to focus on the pupil and the upper eyelashes(which probably combine with the eyebrows at this size.) the whites are not so important. The hairline isn't going to make your job easy.

77
Pixel Art / Re: [C+C] [Nudity] Game Main Character: Female Spy
« on: May 29, 2017, 07:56:54 am »
First off I will say choose an outfit you like and stick with it. Customisable outfits is a massive task. In fact just animating one outfit is a massive task. Multiple is just too much, maybe consider customisable colours or something that won't require you to reanimate dozens of frames.

Secondly your pose is really good! Usually not something I see from newer artists ;D

I've done an example of how you could draw the character to make her a bit more anatomically correct (or at least interesting if not totally correct :crazy:, the legs especially are obviously pretty stylised)



The main issue I see is that your character is very spindly. This is usually a result of trying to draw using lineart. You'll find that lineart is not a very good approach for pixel artists because a single pixel line is very very thick. It would be like trying to draw on paper with a massive poster marker. I suggest drawing using block colours and then add the outline after the fact.



On the topic of boobs always try to make them smaller. Unless you specifically want the character to have giant boobs even drawing them as small as possible they're still going to be pretty big. I wouldn't outline them generally, just try to keep them more as shaded forms. Unless you're viewing the character from the side or something they aren't usually going to be an important defining shape and you want to be emphasising the chest and shoulders more so. Especially once the clothes go on in most cases you'll probably just want to define them as "top of boob" and "bottom of boob" using different shades and highlights and not outline them at all.

On colours you need more contrast. Way way more, I can't even see that there are separate shades. 3 shades per colour is more than enough to have a nice artstyle and you definitely want to keep it down as low as possible. You can still subpixel with this if you know what you're doing. Don't be beholden to black outlines. Colour them in where it looks good or you need to define shapes a little better.

You're right about the chest being a little high, you could either move it down or move the hips up like I have. I always prefer longer legs though.

The outfit has come out pretty damn well so I don't have much to comment on there, if you work off a bit of a chunkier base sprite I think you'll be in pretty good condition.

78
Pixel Art / Re: [WIP] Bard
« on: May 25, 2017, 04:24:28 am »
I mean you should use red in other parts of the image, not just on the character. To create balance. Doesn't need to be much, or everywhere. Just a little bit around the background will help harmonise the palette.

The change to the legs is definitely helping. Some other upwards pointing elements below the feet would also help.

When I say flat I'm not referring to the depth, obviously that is intentional. Rather to the fact that the use of brightness and detail is the same throughout the image.

79
Pixel Art / Re: [WIP] Bard
« on: May 24, 2017, 11:39:48 am »
Looking good! I see those tree spirits :-*

I think overall there is an issue of fairly uniform lightness and detail. Try to compose not only with shapes but also light and shade. At the moment the whole thing is a bit flat. Due to the composition and the detail my eyes are really just drawn to the points of his feet which is probably not where you want me looking, the composition as a whole is quite good at directing you toward the main figure but once you get there its just a whole bunch of arrows pointing down.

The pixel detail is all looking very solid! Just take a minute to step back and look at the image as a whole and figure out where maybe you can pixel a little more softly or sharply to draw the eye to the important things.

Edit: Colour wise I also think I'd really like to see those reds elsewhere, the elements all feel a little bit disconnected.

80
Pixel Art / Re: Twin Stick Attack Animations
« on: May 21, 2017, 08:52:54 am »
For 360 degree you have two choices. Go fully top down or go 3d. (Well three, if complicated 2d rigs are on the table)

Realistically you can achieve 8 or maybe 16 directions in perspective 2d. I believe hyper light drifter uses 4 (though I haven't actually played it so I may be wrong.) Number of frames per animation is really going to depend on your budget and time, the type of weapons and attacks and what you consider smooth. 3 Frames is going to be bare minimum for something you would actually call animation. 5 or 6 would be standard. More than that is going for higher framerate smoothness.

Doing something like this will always require a massive number of drawings and I think if you are not attached to a particular aesthetic and don't have a budget you will be better off going 3d/ pre-rendered in most cases. 3d lets you animate once and process that animation onto as many directions, characters and weapons as you want. The more elements of customisation you want to add the more appealing 3d becomes.

If you are happy with the range of motion in hyper light drifter then what you're seeing is just smart design rather than a massive sprite sheet. The character can move in angles but locks to only 4 directions and attack animations cover a large arc and are animated in such a way that it doesn't seem as restricted as say a 2d zelda game feels.

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