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Messages - Pix3M
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"Oversized" can mean anything, it depends entirely on what your art style is trying to communicate. A head that is considered oversized in one game might be completely appropriate for another.

Let's use the height of the head as a unit of measurement.

2 heads tall I would recommend if you need a character that is literally as wide as they are tall, like a 32x32 sprite like what you have. At 2 heads tall, their head is half their entire height. However, this means that their limbs cannot be too long so depending on what kind of animations you want to do with the arms. Something simple like playing with a yoyo shouldn't be too hard, but I once had a client who wanted spear fighters and archers. I had to tell him that was out of my ability.

Figures with smaller heads taking up the same square space might end up not having much of a face. This is totally fine but this approach is much better if you need character sprites that communicates "what kind of unit is this?", where something with more emphasis on the face more communicates "hey, this is Bob, the hero of the story!"

These ones are 3 heads tall. This looks less cute and these body proportions are more suited to animation, striking a balance between emotional expressiveness of faces and whatever animation needs I have

Guesstimating that these are 4-5 heads tall. These are more and more suited to action animations when limbs are longer. This sacrifices face detail but is totally acceptable from the turn-based strategy game which the art style came from.

7 heads tall is typical head-body height ratio for a IRL adult.

8 heads if you want something more idealized. Note how supermodels tend to be freakishly tall

Over 8 heads is the direction you'd take if you just simply want to design a really "tall" character. Use it hyper-masculine characters, demons, or anything where making a character tall would be a nice touch

I need to do a better job of posting here. Anyways.

My next project is definitely gonna have a more lenient project scope.

The biggest thing to look out for is the shapes you're using to design a character. Plain squares and rectangles are kind of encouraged when you're working with a pixel grid, but usually you get more appealing results if you don't restrict yourself to those shapes. Sorry Minecraft fans.

I'm guessing this character is supposed to be a little boy, but I made an edit as if he's a grown adult anyways. Look out for:

* The shape of the head. Squarer heads are more masculine and more mature
* The size of the forehead. Younger-looking faces should have bigger foreheads
* I also added that second eye to make the head appear more round
* Also shrunk the body to help sell the point

I am checking my map data and most of these wall shadows are there, I just missed a few spots, or a hundred for the particular map in the beginning. Good eye.


Video of the intro of this game:

DeviantART page:

Direct download link, for those allergic to DeviantART:

You are Robin Steele. Special talent - getting what you want.
After successfully capturing your one true love, you have taken her into your personal castle to spend time with her. Except.... things start to get hairy.

Wander through randomly-generated castle levels to find her friends and capture them to add to your collection of lovers! Open chests scattered throughout the levels to find powerups and bonuses to help you along the way! Just watch out, when you are defeated, whether a dream-come-true or a living-nightmare, has to be lived through from the very beginning.

A screenshot and video...

Will probably post more stuff, I just need to actually get off my ass and post this

Major things I need to pay attention:

* Portrait consistency
* Item-selection UI clashing with the game background
* Spawn rates
* Variety of backgrounds

Pixel Art / Re: Chibi Archery Chick Shooting
« on: February 04, 2016, 07:20:16 am »
I've learned the hard way through working with somebody else's project, that the more exaggerated your chibi proportions, the harder it is to animate certain weapons and design them "large". The maximum size of your bow is basically constrained to a character's arm span. Larger heads in general will also dilute your lines of action, from personal experience

Pixel Art / Re: [WIP] Clouds
« on: November 17, 2015, 10:55:40 am »
Is it a background asset? I was going to suggest adding a character or object into the composition somehow , but I realized that I'm not sure if this is art just for art, or art to be used as a part of something bigger

Pixel Art / Re: How to improve this WIP
« on: October 30, 2015, 08:01:42 pm »
Something that jumps out at me was the character's balance. Dunno if you might feel the same, but I felt he might fall over...  :-\

For texturing, you could totally push value contrasts farther, and sculpt the face and torso a bit to make it appear more textured. Also added pockets there too, which while isn't 'texturing', I feel that makes it feel more textured

Not a whole lot of texturing proper you can do at small resolution art, but you use other tricks to do that instead

General Discussion / Re: Day/Night detail contrast?
« on: October 30, 2015, 07:52:55 pm »
I mean, an art style that basically does this:

General Discussion / Day/Night detail contrast?
« on: October 30, 2015, 12:50:36 am »
An observation I picked up very quickly as I have been enjoying late-night walks. Particulary through an alleyway behind where I live.

During the daytime, there's plenty of light to make the small details of my surroundings clearly visible. I can see all the rocks, the fallen leaves, the sticks, the occasional patch of grass on the gravel path, and puddles here and there. Trees to the side, and houses lined up.

At night, that same surrounding becomes significantly reduced. I can see a path, but none of the little bits of leaves, sticks and grass. The trees become purely black shapes in the distance. Fields of grass in another location away from artificial light, I can see light and dark patches in a field of grass, but no particular blades of grass visible in the extremely low light.,

And it makes me wonder. Has there ever been an art style that uses a contrast of detailing between daytime and nighttime?

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