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Messages - Cupcake
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11
Pixel Art / Crystal Spider
« on: June 16, 2012, 07:47:57 am »
This was an avatar for a guy on another forum, but he went with a different one so I'm just going to keep playing with it to see if I can make it better.



Any suggestions? I feel like the head is a little weak compared to the abdomen and I couldn't really get the eyes to pop. I tried a version with them white/glowing, but I didn't much care for it:


12
Pixel Art / Re: [WIP] Jonas Art thread
« on: June 10, 2012, 12:56:24 am »
Ah, my cache must not have updated earlier or something, the ruins are really clearly ruins now. Looks good to me!

13
Pixel Art / Re: [WIP] Jonas Art thread
« on: June 09, 2012, 09:27:12 pm »
Love the simple black-and-white! I don't have any suggestions for specific tile changes right now, but the structure on the right - is that meant to be a house or ruins? Right now it just looks like a wall.

14
Pixel Art / Re: House Chipset
« on: June 09, 2012, 12:51:20 am »
Dr D's advice is spot-on! I'll be honest, I've never lived in a house with wooden flooring and I'm unused to it, so I wasn't thinking very hard about it. It looks a lot better this way. I went ahead and edited my edit to make sure:



Varying degrees of more flatness/closeness on the planks. The one with the highlight feels as if it fits best to me.

Ashbad, your palette edit isn't bad but it does bring the values closer together. If you look at it in grayscale, the furniture all blends in a bit with the floor. Depending on what look Zizka is aiming for this isn't necessarily bad, but it's something to keep in mind.

15
Pixel Art / Re: House Chipset
« on: June 08, 2012, 08:43:08 pm »
The floor is just too busy as it is, I'm having trouble pinpointing the exact issue but I find it visually distracting.
I did an edit to try to work out what exactly was bugging me:


or a thicker doorframe, which looks better I think


* Changed shading on door p. much entirely: same general pattern is intact but I changed it from indentations to beveled squares, referencing my own door :P Not sure what you were aiming for with the doorknob so I just made it round.
* Made planks in floor larger, added another shade to them: I think this scale for the planks just fits the other objects better, and it's less visually distracting
* Added quick shadows just to see how they'd look - I know you haven't added them in yet, no rush!
* Added frame around door: doors do have a frame, and it helps it feel more like part of the scene instead of a decal on the wall. You could do a smaller wooden frame around the door (matching the door colors) if you wanted something more easily reusable with different walls, depending on how you want to handle the frame.
* Tweaked colors in wardrobe to fit in better with door since they're both wood, not all that necessary but you've got a weird greyish-brown shade in there that doesn't seem to serve much purpose so I got rid of it

16
Pixel Art / Re: [WIP] Adult Scootaloo + Cloudy Scene
« on: June 08, 2012, 08:46:00 am »
By a rough guess, you're currently using either Graphics Gale or Photoshop, right?

May I recommend Grafx2? It has the interesting option to set 'pixel scale' (ranging from 1x1 to 4x4), which applies to the entire GUI including the image display. When you combine this with the split-screen zoom, it seems very useful for constantly keeping a good sense of the picture's appearance at 2x. (since '100%' zoom becomes that 2x, or whatever, size.)

If I'm understanding you correctly, you can kind of do something like this in Photoshop as well. I'm still using Photoshop 7 so the exact names of things may be different in newer versions, but if you go to Window -> Documents -> New Window it will open another window of whatever document you have selected. All windows of the document will show changes, but you can have them at different zoom levels. If I'm working in Photoshop on something that's going to be at a different size, or if I'm working zoomed in, it's very helpful.

vvv: Ahh, I get what you mean now! Well, if anyone else is like me and missed the split-screen zoom in Photoshop maybe this'll be useful. :P

17
No edits from me (yet?) but those don't look like the same sprite to me. The animation feels very different between the two - and the sprite itself as well! The shirt changes colors, and you go from the deep shadows between the pauldrons and helmet to the very disconnected-feeling pauldrons on the right one. Shading changes a lot elsewhere as well (sword is most obvious.)

The right-facing animation feels more like a collection of loose parts sliding around than a moving character.

18
Pixel Art / Re: House Chipset
« on: June 07, 2012, 11:20:55 pm »
The high-contrast wallpaper is really distracting - it catches the eye more than anything else in the scene, which is (generally) not what you want the backdrop to do. I'd change it so it's all a solid color, or the stripes are less contrasted.
Shading on the door doesn't seem to fit in with everything else.

Still, this is coming along quite nicely! Some things are too small still, sure, but you're improving the scale.

19
Pixel Art / Re: First Portrait Ever: Could Use Some Help
« on: June 06, 2012, 11:48:01 pm »
Have an edit:

-
edit -- original

Changes:
* I edited your palette: some of the skin tones are alright, but everything was very washed out, and the yellows you used look more like lemon-yellow than blonde to me. I think the teal you used as a background contrasts nicely with the hair, so I kept it.
* Moved figure up: you have a lot of unused space in your version and it's a little distracting. Added in more of her body.
* Shifted facial features a couple pixels up on the face to make her forehead seem like enormous. In the reference image the forehead is maybe 1/3 of her face, in yours it's more like 1/2.
* Reshaded most everything: I didn't work off of it directly, but for some of the tricky portions I found it helpful to size down the original image to the size you're working at, reduce it to 16 colors, and use it as a reference. Again, I did not work directly off it but I found it helpful for areas I wasn't certain how to shade.
* Dropped the lipstick color. Not strictly necessary, I was just reducing the palette and never put it back in. I'd make it less neon-bright.
* Made the eyes bigger. Mostly personal preference/style, they looked fine at the original height with bigger irises.

20
Pixel Art / Re: House Chipset
« on: June 06, 2012, 02:28:54 am »
Going off of what you have here and what you had from your forest tileset, I have to agree with Corinthian Baby. The individual pieces you're coming up with each look fine on their own, but you're not making things that are meant to be used on their own. You're making smaller components of a larger scene, and it'll help you if you use a mock-up of some sort from the start.

Here's a quick mock-up:

I darkened the wood floor, added some very lazy walls, and used my edited box/fridge. (Just because I had them transparent already.)

If you have a mock-up, you notice things that aren't immediately obvious when you're working on something in isolation: the wood floor is a little too busy compared to the other relatively simple items, and the person gets lost against it. The scale feels off on the dresser and table.

I actually think the carpet is fine as it is, if you're going for a clean, cartoony style.

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