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Messages - Drazelic
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31
Pixel Art / Re: First step on pixel art
« on: July 26, 2014, 06:25:00 pm »
I'd... probably recommend the opposite of that, actually. Instead of reducing brightness and contrast, raise contrast up and make things shiny.



Also, avoid working on white backgrounds. Always try to use some color as your background if possible, because in almost every native view condition you'll be seeing the sprite on a non-pure-white background.

32
Pixel Art Feature Chest / Re: Erde mock-ups [Desert Set]
« on: July 19, 2014, 08:12:28 pm »
I'd probably actually make the onion domes... cleaner? Idk how to express it, but the splotchy organic style of the dome contrasts pretty heavily with the clean, geometric style of the buildings beneath.

I also agree that the text-box is a bit overwrought. The black outlines on everything are a bit too much, perhaps?

33
Pixel Art / Re: [WIP] Dragonfall
« on: July 19, 2014, 02:32:12 am »
Mmm... are you sure you're not being a bit overambitious here with that huge canvas?

In any case, that sort of stippling-technique you're using with individual brush clicks in the background probably isn't going to get you anywhere, if you keep paint-overing it over and over :V

As for the dragon... I'd be hard-pressed to think of a swiping technique that involves doing a mid-air barrel roll and exposing your vulnerable underbelly to the thing you're swiping at. If you're trying to express dynamic motion in the composition, perhaps you could reconsider the dragon's design entirely.

34
Pixel Art Feature Chest / Re: Floating Island
« on: July 11, 2014, 04:37:31 pm »
Damn, I love the colors here.

The background cloud texture and the leaf textures are... kind of really similar. You might want to consider changing the cloud silhouettes to not look so scale-like?

35
Pixel Art / Re: Young pixel artist looking for critique!
« on: July 01, 2014, 02:29:38 pm »
Stronger contrast! You should be able to immediately see the boundaries between colors. Right now your palette still looks like the same sorta-murky near-black.

36
Pixel Art / Re: Young pixel artist looking for critique!
« on: June 30, 2014, 10:57:11 pm »
Your light-source still doesn't quite make that much sense. What's that curved highlight in the torso supposed to represent? Because if the lightsource is to the left, any surface that's highlighted would be perpendicular or nearly so to the lightsource, so you'd have, like, a cancerous tumor in the ribcage of this sprite.

Try to avoid small highlights, for the moment. Think big sweeping brushstrokes rather than little dotted highlight points. Ambivorous's edit is a pretty good example of what you might want to shoot for.

37
Pixel Art / Re: Young pixel artist looking for critique!
« on: June 30, 2014, 09:08:04 pm »
(also don't work on a white or transparent background, work with a solid medium-tone-greyish background layer and add transparency in later. right now because you have a white background, the lighter top of the dog's back is blending with the background and creating an undesirable banding-ish effect.)

What manupix said. Also, working with black is hard, as far as form goes, because everything's kind of dark. For the sake of tutorializing, it's way easier for you to do something in a medium-tone so you've got more freedom to move around with regards to the value of your colors.



See how much easier it is to see the form of a thing with a light base color, rather than a dark base color?

38
Pixel Art / Re: Young pixel artist looking for critique!
« on: June 30, 2014, 08:17:03 pm »
You're still sort of relying on texture, in the sense that, in the example workflow you gave, the black color-ramp alone used like 6 colors if you include the black outlines. Try forcing yourself not to do that, working with only 3 or 4 colors and trying to achieve a cel-shaded look. Focusing just on the stomach-region of the animal, your shading seems to be almost a gradient; you're trying to shade realistically but in reality you're just picking the side of the silhouette closest to the lightsource and then generating a gradient based on what you consider the light end and dark end of the shape. Focus on form; force yourself to draw in terms of concrete lines differentiating the light sections and dark sections, instead of your current wibbly-wobbly attempts to avoid committing to discrete regions with texture and weird almost-dithering techniques.

Consider using less outlines as well. On sprites that small, an outline is a lot of space, so to speak. You can still achieve meaningful separation of regions by making them different in contrast and color, removing the need to use the blunt sledgehammer-like tool that is heavy outlining.

Generally speaking, outlines are part of the work itself, but you seem to be rendering them as if they were separate from the internal coloring- a phenomenon which seems like you're 'afraid' to touch the sacrosanct lineart. Don't be! Lineart is there to help your readability, you don't have to color 'around' the lines or anything. Consider trying some sel-out techniques or even making line-free designs.

Also, I'd recommend you not use NPA tools like luminosity or overlay layers for the moment. Practice working with pure pixel tools; by limiting your own toolset, you restrain yourself in the same way that martial artists might go about their day with training weights. When you get used to limitations, you'll suddenly find that your usage of NPA layers will go from being a crutch you leaned on to a tool that you can utilize to true effectiveness.

(Also, don't be so nervous! It's kind of obvious that you're obsessively formatting your posts and trying to look neat and professional, as if you were presenting yourself in tuxedo to some sort of highly formal event. Don't bother with that, lol. Make yourself comfortable and relax, Pixelation isn't a place with tons of in-group cliques and unspoken rules or anything like that.)

39
Pixel Art / Re: Young pixel artist looking for critique!
« on: June 30, 2014, 05:27:44 pm »
Try focusing less on texturing, and more on form. Your latest sprites seem to be pretty heavily defined by their textures, but when you ignore the noise and look at the underlying shape a lot of it doesn't make sense. For example, the wolf next to the river has a really inconsistent lighting scheme; the torso is seemingly pillowshaded while the legs and tail are shaded as if the lightsource were coming from the left or right of the screen.

Working on pixel-fundamentals would also help. You've got a lot of jaggies in a lot of your lineart; taking the time to make sure your lines are clean and well-made before you go any further would be an extremely easy way to improve your work's quality immensely.

Also, want to show us the process by which you make your sprites? Seeing how you go about that might be helpful.

40
Pixel Art / Re: Pixel z1
« on: June 25, 2014, 12:57:42 am »
Yeah, no offense but nobody on Pixelation has any idea who you are, while we're significantly more familiar with Winged Doom himself. If you're the co-founder, it shouldn't be difficult for you to tell your friend to come verify that statement, right? I figure that's what we're all waiting for now.

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