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Messages - Johasu
Pages: 1 [2] 3 4 ... 19

11
Pixel Art / Re: Hospital Stretcher Critique?
« on: October 13, 2017, 02:56:10 am »
I'm not a fan of the random dark pixels you have scattered across padding.  I take it you were trying to show wrinkles on a sheet, but the contrast is so high and the lines are so scattered and without the feeling of intentional placement that they feel like dirt or something spotty on the cloth rather than the form you were going for.

The bottom legs bother me a bit as well.  You've doubled up the black line on the legs which stands out in a really strong way contrasted with the rest of the sprite.  The diagonal bars are already thicker than the bars above, causing those lower portions to feel quite thicker than the top half.

12
Pixel Art / Re: [Beginner] Uh, I don't know really...
« on: October 13, 2017, 02:50:29 am »
As many of us discover when we first jump in and try to learn, pixel art uses the same core principles as any other illustration form.
If your understanding of art is weak and undeveloped you will struggle against the sheer mass of what you do not yet understand in order to reach for a better creative capability.

With that said, you should begin by dropping the elements of your composition all the way back to the core element.
The sprite itself is the primary object and should be your first priority.  No point working on a scene until you have improved there first.

A drawing or picture will always appear flat (because it is) unless you learn to trick the eye of a viewer into seeing more there than is present.  You do this by using perspective, shading, and highlights to create the appearance of 3D space within the image.

First start with the sprite and find a spot (a lot of people choose a top corner) as your light source.  Then try to apply some shadows in the recesses and form away from the light.  Put highlights on the surfaces facing the light.  That should give you the beginning steps.

13

Pulled the skull downward and spread the contrast a bit.
Hollowed out the skull eyes and nasal aperture to allow them to appear more like holes.
Popped that yellow on the eyes and beak.

14
That's a good change.
I'm going to darken the eye sockets as well.

15
Thank you for the feedback.
I've taken note of the things you mentioned and made an edit.
Spread my colors apart a bit more and allowed the various tones to stand apart some.
I liked what you did with the eyes, but wasn't liking the green approach.  I've redone them as well.

My edit:

16
Pixel Art / Re: [CC] Spheres
« on: October 09, 2017, 04:24:22 pm »
Fundamentally your lighting approach is incorrect, but that is partly because the composition of your image is off.
Your horizon line establishes eye level in an image.  Anything placed below that line, should be considered below the eye and anything above likewise above it.
This can create a bit of a cognitive distortion in the angling and positioning of objects when you draw them.
Essentially here you should see less of the top of the balls above the horizon line and more of the top on those below.

In your case the ball on the very most top is positioned somewhat lower than those on the balls lower and closer to the horizon line.
It's giving the impression that the ball is placed below the peak of the balls curve and forward towards the viewer.  In essence, you have the opposite of what you should see going on here.

You have a moon in the background casting light downward from behind the objects.  Yet your highlights appear to be drawn on the balls as if you attempt to cast the light downward at an angle from a 2D plane.  But more accurately to the eye it appears to originate from the viewers direction forward of the image and to the right.

Your deepest shadows should follow the direction of the light source.  But remember just as a bulb casts light in an area of field, so to would this moon.  Therefore the light doesn't come in a straight line but in a shower of straight lines.

Your shadows here are entirely uniform but they shouldn't be considering that the light will bounce off the other objects in the area where they do reach and reflect onto the surfaces near them as well creating a quite varied clustering.

What you should see in the oranges though the lightsource is coming from a different direction and they are stacked in a pile instead of on top of one another, is the way shadows and highlights are coming from complex angles and the light isn't the same on every sphere.

Your best choice in situations like this is to experiment yourself with real objects with real light and see what it does.  Set up a light and stack some roundish objects together. View the lighting for yourself.

Just to give you a sloppy but general idea.  Your light should beam from the moon.  And shadow behind the objects being hit.  Bare in mind that the shadow cast here should be considered directional form the edge.  And not a full field of shadow.  It's just to indicate the direction.

17
Pixel Art / Assistance with color choices [Horror Creature Examination]
« on: October 08, 2017, 11:02:55 pm »
I find that colors are still my biggest challenge area.
Any advice on how to choose colors with more style or a better grasp on aesthetic appeal.
Captivation!  I want my work to pop more and I feel like colors are currently the biggest weak point.  (Though I may be wrong there.  :lol: )
Critique please.  If you see any glaring composition flaws feel free, but I'm primarily focused on the color side of things here.

This is a creature from a personal project I'm working on.  Playing with the concepts of our personal evils taking demonic or monstrous form, grown directly from our own bodies, fed by our actions and feelings.
"Regret"

18
Portfolios / Pixel Artist and Animator [Open]
« on: September 20, 2017, 09:32:09 pm »
 ;D ;DFreshly freed up for new contracts and/or commissions ;D ;D

Link to Deviant Art Gallery

Freelance pixel artist available for commissions.
Message me for a negotiable competitive quote today.

Currently looking for steady projects.






















       








Check out my gallery and ask about anything you might like to have done.
http://johasu.deviantart.com/gallery/

You may contact me here via response or pm
or through anyone of the methods listed below.
discord: Johasu#6831
twitter: @Johasu232
deviantart: https://www.deviantart.com/johasu

PS4 and Vita Release for Twin Breaker available now!
Twin Breaker

19
Portfolios / Re: Pixel Artist Open for Commissions
« on: November 17, 2015, 07:02:18 pm »
Updated my gallery.
http://johasu.deviantart.com/

20
Pixel Art / Re: Hellgate to Baator
« on: October 23, 2015, 03:31:21 pm »
I've been thinking about this one for a few days.
Individually each component seems really strong.  I like the way that bush feels.  I like the way the landscape feels.  The portal and demon feel like a very strong representation.  I love the way the portal feels like a pool, the ripple around his extruding parts.

But I am struggling with a couple things.  The bush feels too dark.  Too no space heavy for the piece.  The remainder of the piece is so bright.  It's pulling my attention towards it in every version.

The demon's pose is also problematic in my mind and I find myself focusing on a tail.  It is so hunched over coming through there.  Obviously much taller than the gate.  But how can it maintain that pose.  One foot that far forward, it's torso bent towards it's forward knee and the other leg off the ground presumably stepping through.  It feels incredibly awkward and unbalanced.

The thicker portal is looking great.  I had some thoughts on allowing the portal and demon to feel more separated as it is breaching the boundary.

I made an edit.  Sloppily took out the bush.  Pulled the leg closer to under his body. (again sloppy) and played around with some portal to demon variations.

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