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Messages - astraldata
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41
Pixel Art / Re: Critique for Mushroom Monster
« on: September 26, 2017, 08:19:50 am »
w00t!

Looking really good there man! Great job! -- I'd call that a finished piece, except the (his left) leg (thigh) is still too hidden behind his arm (but just a little!), so give it a little more volume on the front of his thigh to show a little more surface area in the light so that it doesn't blend so much with his arm and make it look like it is actually there and he has a thigh and leg (otherwise, at first glance, the arm looks like his leg). It's *just* about there though! -- looking great otherwise!

Nice stuff man. ^___^

42
Pixel Art / Re: Concept Art for Square-style RPG
« on: September 26, 2017, 08:10:30 am »
No worries man -- I didn't realize you weren't as far along with pixel art as you seemed to be based on the characters you posted up there.

Also I'm sorry if I wasn't clear, but nowhere did I mean to imply that Chrono Trigger was an ugly game these days. I only meant that the purpose in which they put so many colors together in such tiny spaces was a rare (and forgotten) one in these days of HD digital displays. By no means did I intend to imply they somehow lost their charm, even on a PC screen either. Trust me, I love me some CT. I don't know anyone who's played the game who doesn't love everything about it.

Anyway, back to the C+C:

The biggest issue with the "washed out" look I mentioned (even if you did hue-shifting) is that your shapes don't have much volume because they don't have any sense of light source or ambient lighting or anything giving them genuine "form" to the viewer outside of outlines. Even if you copied the color palette from CT color-index by color-index, your train would still appear washed out due to this, as its environments have some creative desaturation in them to set the tone/mood of the game's overall feel.

You mainly need some ambient light and some specularity or highlights in the forms to help give them volume. The environments in CT are a great place to look for inspiration on that.

As far as color, it all depends on what sort of mood/tone you're going for and how hard you want to work if you want something more realistic-looking. I personally think that CT is a great inspiration for style -- as well as pretty much any Square SNES game back in the day -- because there isn't enough of that style in pixel art these days, and more people need to be exposed to it. So keep doing what you're doing, and don't let anyone deter you from it -- including me.

The sad thing is, that art is hard to study when you don't understand how to use pixels for more cartoony or simplified things first. That being said, if you learn how to do something like in the "Little Witch Academia" thread in this forum, and get really good at understanding how to overlay AA (anti-aliasing) on larger sprites, you'll understand why there seem to be random pixels everywhere in the smaller Square sprites -- they are just doing a more compact version of AA, using the same "layering" principles that painters use to block out forms, except in pixels, you don't have to worry about brush angle or line width -- you are simply blocking in colors and, bam, you're done. However, basic rules of art still apply -- for example, a great, readable, silhouette is a must. That thread I mentioned is a great example of a silhouette that is both interesting and readable.

One final note about color -- gray is a wildcard color in pixel art. It is used only to blend between colors and take on the color of nearby pixels, or desaturate other nearby saturated colors (without actually desaturating them), so its heavy-use in your image above is also quite a large contributing factor (in addition to the volume and lighting/color issues) to the washed out look. Plus, you just need something to break up the floor a little more -- cracks, spider-webs, barrels, trash, etc. etc. -- to help keep *it* from being the focus and draw the viewer's eye to the place where it needs to be.


43
Pixel Art / Re: [WIP] NPC dances for my opening sequence
« on: September 26, 2017, 07:41:18 am »
The problem with color is that you're emulating light (which has a color I might add) bouncing off a surface. The more intense the light, the more intense (saturated) the color, which means a lot of light is hitting that surface. On the other hand, wherever light does NOT hit, you have less saturation in the shadows simply because there's less light there. The only reason shadows have a blue color (sometimes) is because of ambient light (the color of the blue sky emits light after all, that's why you see it as blue).

So try to do it backwards than you currently are doing it.

Also keep in mind that color shifting is NOT linear -- in other words, there is no "certain amount" that you shift colors toward or away from a hue or saturation level. Every artist does it differently to some extent. The amount you do that depends on your ideal of how "vibrant" or "realistic" you want your art to appear.

Regarding the head/eyes thing...

I mentioned the eyes being creepy because they are unnaturally jarring (uncanny valley-esque), not because they are stylistically bad. It's kind of like what happens when you see a typically-cute anime character without their big hair. If you've never seen that, then don't do 3D modeling...

But that brings me to what I mentioned earlier -- you should consider adding more hair to the top of their head. I know a lot of people do pixel art at first because they're not confident in their drawing abilities, but stuff like that shows when you get "better" at pixel art -- but until then, it sticks out like a sore thumb to *everyone else* and you're completely blind to it until you realize exactly what's causing it one day when you're "better" -- so my advice is, don't discount anyone's thoughts on your work -- *especially* if you feel they're more experienced than you are. Most people won't say anything, and if a person with more experience tells you something about your work, knowing you're new to this, he's usually doing it for your own good -- not his. It's hard to accept criticism on something you've worked hard on and somehow finally settled on a "better" version you can accept, and then someone comes along and tells you it's wrong -- but that's all part of the game. That's the purpose of this forum entirely. I've went through it myself, and so has pretty much any decent artist anywhere. You will be told your deep-held beliefs about your art are wrong and that you're wrong for thinking them (I'm not telling you that here of course, but it happens) but you've got to toughen up and be able to ask "Well, what can I do to improve on this then?" -- because until you hear their suggestions for improvement, and sincerely attempt to implement them, you won't improve, or you will improve VERY slowly. And if you recall, I said your animations, and even your characters, were charming. They just had construction problems in their head area. Besides, just because this is pixel art, it doesn't mean people aren't going to notice when you're struggling with anatomy. That's why I tried to help you out by pointing this out to you.

To get back on topic -- in the case of your "eye" problem, I mentioned previously that you could increase the size of their hair or their forehead area. Your figures don't necessarily need smaller eyes -- they just need a sense of a skull's volume, which they currently lack relative to the size and placement of their eyes. Also, as mentioned before -- eyes sit just below the center of the head, and the skull is shrunk or elongated vertically to keep these proportions from person to person.

Sorry if I came off as rude, but I really hope I'm being helpful. Not trying to hurt anyone's feelings -- just pointing out very valid concerns if you seriously are here to get better.

44
Pixel Art / Re: [WIP][CC]A little kobold, struggling with leg/arm anatomy.
« on: September 26, 2017, 07:05:19 am »
You're right, the leftmost version does look better in this style. My usual style is high-contrast and less painterly like yours, so I err on the side of higher-contrast usually, which is great because even painterly styles need more contrast a lot of the time..

Now, speaking of needing more contrast, the farthest leg needs a solid shade darker for all its green to push the shadow deeper (right now it looks as if he could stand on the toe of his other foot at any moment). Just drop the two darker greens down to match up with the darkest parts of the tail -- and get rid of the highlight on that back (his right) leg because it's not doing anything for the form (it's too hard to see!), otherwise, at least darken the other shades around it so that the highlights on the scales stand out on that leg. Do the same for the (his right) arm. You may find you want to keep the darker shade on his shirt when you do this.

As for your original question on anatomy, there's nothing entirely wrong with it -- instead your problem is the plane where the feet meet vs. the angle of the upper-body/hips (the pose, essentially.) It should be more like he's standing on a wide table instead of a tightrope. This means grab your entire leg and push it up closer to the body by a couple of pixels or so. The other option is to turn the angle of the hips toward the camera a little more and lower the exit point of the tail from the spine so it flows better. It's entirely possible that lowering the tail might help fix this weird appearance while also making his torso appear much longer (which isn't a bad thing with a lizard-dude, since they're sort of related to snakes).

Hopefully that helps. -- Just remember to make your guy pass the squint test a little better.

45
Pixel Art / Re: Flourish Animation
« on: September 25, 2017, 03:44:54 am »
She loses all kinds of volume when she bends down into the attack, almost like she turns into a mini-me.

Also she lacks anticipation before she moves her right hand to strike.

It would read better, I feel, if you gave her some counter-balance, such as putting her left arm out at a diagonal that crosses her torso in the previous frames (to show some overlapping-action) as well as emphasize her knees and legs more (give her hair more volume too).

She's a really tall babe and yet, somehow, she loses all of that when she dips down into the attack. Her front leg and back leg proportions are just waaay off and I feel she should be leaning way farther forward and stepping way farther out than she currently is. Push and exaggerate the figure. Take a look at Street Fighter Alpha 3's animations of Chun-Li -- they push her much farther than the body really can go, but it looks great because there's a lot of "snap" to the body when it pops back into proper proportions.

Just something to think about.

46
Pixel Art / Re: [WIP][CC]A little kobold, struggling with leg/arm anatomy.
« on: September 25, 2017, 03:23:33 am »
To answer your question, yes, you should push the shadows in the darker areas as far as you can get away with and keep pushing them as long as you aren't worried about your guy getting lost in the background.

You should do what I call the "Squint Test" and squint your eyes about halfway closed (err on the side of open instead of closed if you think you've closed them too far) and you should be able to see the darker areas of your sprite (without having to do a "Grayscale Test" to test how its contrast reads. If there is enough depth while squinting to ensure every limb is clearly on its own separate 3D plane, then you've got enough depth/darkness to those areas -- otherwise increase the contrast in the shadows compared to the nearest touching area's boundaries, then rinse and repeat until it looks right in the squint test. Remember, only do the squint test at a resolution of no more than 100-400% (unless your monitor size or resolution is crazy huge) otherwise you won't be able to see anything useful since ALL the colors will be too large to see how they blend together.

I did the squint test on your lizard guy and the back leg reads well (except for the toenails) as if it's on another 3D depth plane, but the tail (nearest the body) could use some help there (try popping it in/out of the plane for practice), and the chest/vest nearest the farthest arm (his right arm) could use some deeper/darker shadows and hueshift toward blue (OR you could simply reuse the darker color of the tail outline to give it a bit more shadow if you don't want to add colors).

Finally, I'm not sure if those are scales are stripes (they look more like stripes), but if they are large bulky scales, they look pretty good -- just don't try to keep the detail in anything more than a dither if they're tiny scales, especially when it comes to shadow areas like the farthest leg. You can omit almost the entire highlight color off that leg for scale highlights (except for perhaps some very very tiny dithering (like 2 pixels worth here and there) if the scales are supposed to be tiny (i.e. like fish scales).

Hopefully this helps!

47
Pixel Art / Re: Kagari Atsuko - Little Witch Academia
« on: September 25, 2017, 03:05:20 am »
No problem man. Glad I could help! -- Everything looks loads better now!

The only things I see in the update that are still a bit off include the highlight on the shirt/dress and the shadow on the hair.

First, the biggest problem with the highlight on the shirt is that it's misplaced and misused. It seems to be both a backlight/rimlight *and* a light used to define form in the foreground (i.e. the arm over the head's bicept).

To address, really, both issues, you need to understand that it's okay to leave highlight speculars out where the area would be in shadow, and don't add a darker color just to call it a "shadow" because shadow is simply the absence of light! You always have bounced/ambient light, which is what the midtone in this case would address with its use alone. You'd only add highlight to areas where the planes on the form pointed most directly *toward* the light direction.

There's two ways you could handle the purple highlight with the kind of detail you have now -- as stated before, you could use it as your main color and use the midtone as your AA (though the main highlight would have to be dialed back and pushed a little more toward yellow), or you could place it on areas where there are no shadows at all to further define the planes a little better.

Oh, and the next to darkest purple you have should be made a little darker (or removed entirely) because it seems like it's only there to get in the way of the main shadow color as it is now (the hue of it is okay though! -- you could consider pushing the brightest highlight hue of the purple even more toward yellow or some other color to help the image pop a bit more!)

That's about all I've got atm. I hope that helps!

48
Pixel Art / Re: Little animation
« on: September 24, 2017, 11:49:08 pm »
I hate to be THAT guy, and I'll explain what I mean, but I really suggest you take it back to very the first animation before you edit any farther.

The first animation you posted in this thread was really a great start, but the further you've edited, the further you've gone from a really cool and natural animation to a really contrived and overdone/overworked animation.

That being said, you're only missing two simple things in your original animation:

1) A good arc for the cigarette itself coming out of the package and into the mouth. 2D always reads better when the action happens in silhouette, so pulling the cigarette straight up from the pack into the mouth without affecting the silhouette is a big no-no, and because the cigarette is so white and draws the attention so much, this negative is double painful.)

2) Anticipation before putting the pack of cigarettes back into the pocket. -- In other words pull the hand out, affect the silhouette a bit, and let the guy pull his hand away a little from his pocket before putting his hand toward the pocket. Overshoot the pocket a little with the hand and then pull it back toward it to put the pack away -- we tend to do this when we're not looking at something, even if we think we know exactly where we're putting our hand.

Not to mention that, no matter what movement you're making, anticipation always happens, whether it's before the motion or after it (which is actually called "follow-through" in animation terms), because energy needs to build up (or dissipate, in the case of a sudden burst or blast of energy) ALWAYS, no matter the subject, no matter the animation or the intensity or dullness of the movement.

In pixel art, it is so important to emphasize anticipation or follow-through wherever you are able to. It's the lifeblood of setting up a convincing lifelike expression -- especially when you have the frames to spare!

49
Pixel Art / Re: [WIP] NPC dances for my opening sequence
« on: September 24, 2017, 08:24:09 pm »
Lol, this is fun stuff. The art itself needs some work, but the concept is sound, and even the weird (verging on creepy) looking faces have a lot of charm still, despite the huge eyes.

There is a lot wrong with the color choice, lighting, and (as said before) the unnaturally large eyes that are almost too big to fit in the skull, and it's hard to know where to start, but I guess I'll start with the animation.

As far as the animation goes, it's actually very charming and well done. There's not a lot to say about it as most of the error comes from pixel technique and color choices/usage than the animation or movement of the pixels themselves, so great job on that!

I won't mention the eyes anymore because it's already been established why they're creepy (skull size / huge dilated pupils) but do consider enlarging the skull to suit the eyes better, or at least adding ears and a little more height to the hair on top of the heads if you want to keep the eye detail. Most skulls have the eye sitting at midway from the top of the head, and hair adds more volume to even that, so keep this in mind, as it will be pretty jarring to others to look at without this rule being followed.

The second thing I need to address, but possibly the most important, is color choice.

If you've looked at any of my recent posts in this section, I've mentioned that pixels represent the "reflection" of light and the diffuse scattering (like super-tiny marbles or ball-bearings) bouncing around across the surface of a 3D object. Some hit and others bounce off, and the further away you get from the center-mass of impact, the more scattering (diffuse) bouncing occurs to the point where no light reflects at all (shadow).

Note that shadow is highly contrast to light intensity, so the brighter a color (luminosity), the more contrast you need in the shadow area to offset the intensity for it to look natural.

That being said, you have WAY too little contrast between your light and shadows. Be sure to increase the distance between these shades a LOT more than you have already. You have way too many colors there that contribute next to nothing to the 3D form due to them lacking contrast, and 3D form is key, so without contrast, you cannot have 3D form.

The final thing to consider is that, since you're representing LIGHT and since every light usually has a "color" or tint to it, you should keep in mind that color when picking your colors and remember to tint them heavily depending on how intense that light is against those colors. If you think you've pushed it too far, push it farther just to be sure, but the key is to be sure to pick a hue that is not what you THINK it should be, but instead is what it actually *should* be in relation to the light's color. Also don't forget about shadows -- they have ambient light, and that ambient light has color too. In most cases, it's the color of the sky instead of the light source (i.e. the yellow sun, and the blue sky are your light/shadow colors, respectively, in an outside scene).

That should get you started.

I apologize if I sounded harsh, but hopefully you'll pick up a few useful things from this. :)

50
Pixel Art / Re: Zombie head
« on: September 24, 2017, 07:56:47 pm »
I think it's a fun looking image, but I agree with @eishiya on the critique -- it really doesn't read like a "zombie" should. I'd say more of a Frankenstein or "Gorillaz" styled character.

Even so, you should consider avoiding so much symmetry in the face (perhaps a drooped eye or eyelid, or sagging skin on one side of the face?) because the "cuts" across the face just doesn't suggest "decay" to me.

To compound this, the guy looks WAY too happy to be in such bad shape (or "dead" as it were) and if you were going for the crazy-eyed look, then you should give him something that makes him look a little more forboding (i.e. fangs, missing teeth, etc.)

Above all, the image doesn't look bad, it's a fun design, and your pixel technique is pretty decent, but there's just not enough going on, he doesn't strike me as a zombie due to many reasons (the green skin should probably be closer to brown or purple because, right now, I see frankenstein with the squared head to top this guy off), and the symmetry is making that "not enough going on" look much worse unfortunately.

I hope that helps give you some insight on where to go from here, if you're interested.

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