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

11
That's a good change.
I'm going to darken the eye sockets as well.

12
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:

13
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.

14
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"

15
Portfolios / Pixel Artist and Animator [Open]
« on: September 20, 2017, 09:32:09 pm »
Link to Deviant Art Gallery

Freelance pixel artist available for commissions.
Message me for a negotiable competitive quote today.
Reduced rates for steady weekly work.

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

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

16
Portfolios / Re: Pixel Artist Open for Commissions
« on: November 17, 2015, 07:02:18 pm »
Updated my gallery.
http://johasu.deviantart.com/

17
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.

18
Pixel Art / Re: [WIP] + [C + C] Floating Island
« on: October 23, 2015, 03:03:08 pm »
The flat top approach and super straight edges to your rocks are making the entire composition feel very molded like plastic.
Your two highlight colors are extremely bright and in very high contrast with the other colors you are using (which are in themselves very saturated).
Your rockwork is very pointy and unnatural. The way you used the same general shape and flipped it back and forth has left the whole thing feeling fabricated as well.  It doesn't seem natural and there is no feeling of cohesion between the stones.  What is holding them together?

I've made a very quick edit to show you a grass style that might come close to the style of art you are using.  You can use the same general idea.  Flattened out on top sort of approach but suggest that it's still grass on top without it being a smooth plane. Perhaps the center is accustomed to being stepped on.  Flatten out the grass. in the middle.
I also removed your too highlight colors and desaturated the whole thing quite a bit.


The stones still need attention in my opinion.  It's a bit glaring the way they are stacked onto one another.  Redefine the shapes.  Consider the whole thing as a chunk of stone ripped out of somewhere perhaps. Stone doesn't break like that when it does break.  Rather than long smooth edges, you likely would want more of a crumbly look.

19
Pixel Art / Re: [C + C]Roguelike 32x32 2d characters (updated)
« on: October 19, 2015, 07:45:47 pm »
I would take the tile lines off of the tiles at least on the top.  You could easily superimpose lines into the game when they are required for movement, selecting tiles, etc.  But leave them off of the assets and it would help the piece not seem so board-like.  The board appearance can work in a stylistic sense if you were going for something that looks like a board, but I'm not seeing anything else that implies that is your goal.

Think you will find that when you do that you will likely need to work on the ground segments so they mesh together better.  It's going to be pretty clear that you are using the same tile flipped to the viewers.  A little clean up and variation or smoothing will take that away and your whole atmosphere will be better for it.

20
Pixel Art / Re: [C+C] Walc Dam
« on: October 19, 2015, 01:43:01 pm »
Your anatomy is still fairly off on this character.
I've taken account of your most recent edit and IrresponsibleFreelancer's as well, since they made some changes that adjusted but still did not fully correct the problems.

If you look at the original (your most recent edit) on the far left, you can see the skeletal wiring is out of proportion from one side to the next.  The character's right arm is longer while their right leg is shorter.  The pose could account for the leg perhaps but not the arms. Both portions of the arm are longer on the right side as you can see by the color associations I have marked.
IrresponsibleFreelancer's lengths are closer together on the arms.
On the first image I drew anchor lines for the head/neck and the shoulders to the floor.  You can also see the relationship of the knees with the position of the head this way by looking off of the dark green lines.  In order for a pose like this to work the shoulder, hip, and ankle of the right leg need to be lined up very closely or the character would simply fall over backwards.
You can see the angle of the shoulders with the head are very right side heavy as well.  The left side shoulder is much longer.  The angle and positioning of the head and neck suggest a backwards lean.

All of these things come together to make the character look as if he is falling over.

The best way to fix this aside from redrawing him, is to pull his anatomy into better alignment and then redraw that to make it work.

A very quick reallignment:

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